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

