programming the entity to rotate its orientation towards the next point in the  
path might visually look more like the curve. the path would stay the same but 
the turn might look smoother?
-----Original Message-----
Date: Friday, March 09, 2012 2:00:16 pm
To: hlcoders@list.valvesoftware.com
From: hlcoders-requ...@list.valvesoftware.com
Subject: hlcoders Digest, Vol 12, Issue 12

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Today's Topics:

   1. Following a curved track? (Michael Kramer)
   2. Re: Following a curved track? (Adam "amckern" McKern)
   3. Re: Following a curved track? (Michael Kramer)


----------------------------------------------------------------------

Message: 1
Date: Thu, 8 Mar 2012 18:54:10 -0700
From: Michael Kramer <kra...@siosphere.com>
To: Discussion of Half-Life Programming
        <hlcoders@list.valvesoftware.com>
Subject: [hlcoders] Following a curved track?
Message-ID:
        <CALbPHHgVCLdZhjZ0PJFZT=lachffc+jwbbsv_akqbggbwug...@mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"

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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Message: 2
Date: Thu, 8 Mar 2012 19:44:24 -0800 (PST)
From: "Adam \"amckern\" McKern" <amck...@yahoo.com>
To: Discussion of Half-Life Programming
        <hlcoders@list.valvesoftware.com>
Subject: Re: [hlcoders] Following a curved track?
Message-ID:
        <1331264664.37687.yahoomail...@web160701.mail.bf1.yahoo.com>
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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.
>_______________________________________________
>To unsubscribe, edit your list preferences, or view the list archives, please 
>visit:
>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
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Message: 3
Date: Thu, 8 Mar 2012 23:56:49 -0700
From: Michael Kramer <kra...@siosphere.com>
To: "Adam \"amckern\" McKern" <amck...@yahoo.com>,      Discussion of
        Half-Life Programming <hlcoders@list.valvesoftware.com>
Subject: Re: [hlcoders] Following a curved track?
Message-ID:
        <calbphhijrhq98yinfuv5mrwiedtkkz9j1fd4dt_wqjevv+t...@mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"

That makes sense, I guess I'd just need to have it look continually at the
next 3 points along the track and graph the curve between the entities, and
I'll just need to ensure the models line up properly with the entities.
Would be nice if I could have it show the bell curve in hammer, but I guess
continued tweaking and play testing will have to do.

On Thu, Mar 8, 2012 at 8:44 PM, Adam "amckern" McKern <amck...@yahoo.com>wrote:

> 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.
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.v


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