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On 2011-07-23, at 2:00 PM, hlcoders-requ...@list.valvesoftware.com wrote:

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> Today's Topics:
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>   1. Following a path smoothly (Psy_Commando)
>   2. Re: Following a path smoothly (Marek Sieradzki)
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> 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:
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> 
> 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 ?
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> ------------------------------
> 
> 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>
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> 
> 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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> End of hlcoders Digest, Vol 4, Issue 19
> ***************************************

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