On Sat, Jul 23, 2011 at 1:30 AM, Psy_Commando <psycomma...@gmail.com> wrote:
> I've been trying to get my entity to follow a path made of path tracks, but
> the movement is either too stiff, or "bouncy" when reaching a node and
> heading on the next path. My goal is to simulate a fixed wing flying
> aircraft, not very accurately but just enough so its convincing.
> I'm using the code from the physflyer npcs to compute my velocity. But those
> just float around, and strafe left or right on sharp turns, while I'd want
> it to roll towards the turn, pull up, and turn less abruptly.
>
> This far I've considered a few options:
> - Building Bezier paths in-between each sets of 3 nodes, using one point as
> a control point. However, I have no ideas how to compute the closest point
> to the Bezier curve. And the junction of each group of 3 nodes would still
> probably be very sharp...

Can't you just solve 2 neighbor Beziers analytically to get equal
(0th,1st,2nd...) derivatives? I wrote some bits that did so like 3
years ago but I remember it wasn't that hard. Someone must have solved
it in some library or even inside Source's mathlib. I have the
equation for getting B-spline with equal derivatives but it's long and
book is in Polish. :P

> - Following less rigorously each nodes, and requiring the plane entity to
> actually need to point in the direction it wants to go. But then I'd need to
> add in some lift and drag effects, if I want the turning to work properly.
>
> Any suggestions ?

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