Ok, thanks. Can I use this primitive shapecast to collide against the
world? Is it represented by a collideable too or is vphysics only used to
collide between physics entities and is the world not considered a physics
entity? If I can use vphysics to collide against the world but the only
functionality missing is to find other nearby entities to collide against
I can work my way around that. I'm mostly trying to find a way to
basically have a StepMove oriented in a random direction; I'm used to
working with PhysX so I'm not sure about what Source supports & exposes.

If there's no way to do sweeps other than AABB against the world, I'm not
sure if there's a decent solution for this in source; except breaking the
trace down into multiple raycasts but I'm not sure about the cost of that
and pretty sure about the complexity of it :)

-- maarten

> vphysics has a shapecast primitive function (i.e. you can cast one shape
> represented as a CPhysCollide at another) but no way of getting a list
> of CPhysCollides to cast against.  The changelevel trigger uses the
> primitive routine to find exact intersections between physics props and
> the trigger, for example.
>
> But the fully general - trace at the whole scene - thing is only
> implemented for AABBs.
>
> Jay
>
>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> [EMAIL PROTECTED]
>> Sent: Monday, April 30, 2007 12:21 AM
>> To: [email protected]
>> Subject: [hlcoders] Shapecasts in Source
>>
>> I'm somewhere in between disappointed an desperate, so before
>> I launch myself on the crazy solution, just wanted to make
>> sure I understood this correctly. Is it true that there's no
>> other kind of shapecast in Source than an axis-aligned
>> bounding box!? No sphere, no oriented box, no capsule,
>> nothing? I thought I was finalizing our mod (finally) by
>> polishing up our wallwalking, but with only an axis-aligned
>> bounding box trace it's pretty much impossible. [ Well, not
>> impossible, I'll probably end up writing code using multiple
>> raycasts to simulate some kind of OBB, but that is *very*
>> error-prone in complex maps ]
>>
>> I've read about SOLID_OBB, but that's supposedly not
>> supported; and I've read about using vphysics as an
>> alternative, but is it feasible to use vphysics and  end up
>> with the same feeling as normal player movement?
>>
>> Thanks for the information!
>>
>> -- Maarten
>>
>>
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