It would be nice (from a mapping stand point), but i suspect would be a pain in 
the bum to complete.

If you look at a normal turn on a track_train path your going to have at least 
3 entity - each placed in a bell curve, with each entity a 1/3 of the total 
turn angle.

The only way your going to be able to simulate a turn, and speed is graph it 
out, and then enter your trains path, if i was looking at making a 1:4 roller 
coaster (or even a 1:8) i would use the default speed of 100 at the start, and 
if i was going up hill, i would expect the speed to be 50% of that at the 1/2 
way point, and 150% if going down hill.


Good luck!

 
--------
Owner Nigredo Studios http://www.nigredostudios.com


>________________________________
> From: Michael Kramer <kra...@siosphere.com>
>To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> 
>Sent: Friday, 9 March 2012 12:54 PM
>Subject: [hlcoders] Following a curved track?
> 
>
>This is kind of an abstract programming question, but I can't find anything 
>online that is what I'm looking for.
>
>
>I'm building an entity somewhat like the path_track, but it needs to allow for 
>hills and turns (think of a rollercoaster), and the items I want to follow the 
>track.
>
>
>I've been scratching my head as to how to get the object to follow the track 
>and realistically speed up on downward slopes, slowdown on upward slopes, and 
>stay on the track. I've tried to find examples, and physics explanations. I 
>found a wonderful article on 2d rollercoaster simulation, however they used a 
>chart to dictate the points of each curve, which I'm hoping to not do that.
>
>
>I thought possibly adding extra metadata to each segment of the track model, 
>which includes the points of the curve of that specific track segment, but was 
>hoping there was an easier way.
>
>
>Wondering if anyone on this list has any thoughts on how I could possibly 
>implement something like this.
>
>
>Thanks.
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>
>
>
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