--
[ Picked text/plain from multipart/alternative ]
That's interesting Krenzo. I will have to check out how PhysShouldCollide
works. If it works alright, it could really help with the prediction. At the
very least we could implement something like sv_turbophysics. What may be
difficult is getting the point of contact. What do you think of that John?

On 1/12/07, Justin Krenz <[EMAIL PROTECTED]> wrote:
>
> Does "SweepCollideable(...)" not support OBB?  I know const.h says
> SOLID_OBB is not implemented, but from what little I played with it,
> SweepCollideable seemed to correctly orient the entity's bounding box
> before doing the trace.
>
> As far as VPhysics, what about using PhysShouldCollide( IPhysicsObject
> *pObj0, IPhysicsObject *pObj1 ) to catch physics collisions in the space
> ship entity to alert you that a collision is taking place and then
> override the response (return false, halt its velocity, and create
> opposing reaction force) to make things "less crazy?"
>
> Daniel Menard wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > We are attempting to rewrite our prediction code in order to make
> collisions
> > less crazy. We might just drop the idea at this point. As for custom
> > physics, this is the implementation we currently have, however there is
> no
> > way to trace a collideable at arbitrary angles, so its not possible to
> get
> > accurate collisions without using VPhysics. So while we can write our
> own
> > fully custom physics, we can't write any sort of predictable collision
> > algorithm without making the space ships bounding boxes.
> >
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to