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tylerdurden is me so violin an e w d Sent from my iPhone On 2011-07-23, at 2:00 PM, hlcoders-requ...@list.valvesoftware.com wrote: > Send hlcoders mailing list submissions to > hlcoders@list.valvesoftware.com > > To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders > or, via email, send a message with subject or body 'help' to > hlcoders-requ...@list.valvesoftware.com > > You can reach the person managing the list at > hlcoders-ow...@list.valvesoftware.com > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlcoders digest..." > > > Today's Topics: > > 1. Following a path smoothly (Psy_Commando) > 2. Re: Following a path smoothly (Marek Sieradzki) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Fri, 22 Jul 2011 19:30:34 -0400 > From: Psy_Commando <psycomma...@gmail.com> > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Following a path smoothly > Message-ID: > <cabtrx2coqzvte3l2pjmsqatc5tmzconk9h08v3fr-j3u2d2...@mail.gmail.com> > Content-Type: text/plain; charset="iso-8859-1" > > 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... > - 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 ? > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > <http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20110722/18ff36b7/attachment-0001.html> > > ------------------------------ > > Message: 2 > Date: Sat, 23 Jul 2011 01:46:10 +0200 > From: Marek Sieradzki <marek.sierad...@gmail.com> > To: Discussion of Half-Life Programming > <hlcoders@list.valvesoftware.com> > Subject: Re: [hlcoders] Following a path smoothly > Message-ID: > <CAJbyPF_+D=gr4jq-_exh8i3eg8gdyw-8ujl+vuggdnubefd...@mail.gmail.com> > Content-Type: text/plain; charset=ISO-8859-1 > > 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 > > > > End of hlcoders Digest, Vol 4, Issue 19 > *************************************** _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders