-- [ 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

