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