You will need to smooth out the origin and angles. I'm not sure why but the physics simulation cannot be followed without doing some sort of smoothing to the origin/angles. What I did was interpolate them by a small amount to smooth out the kinks. I created a "fakeOrigin" and "fakeAngles" that are smoothed to the real values.
On Tue, Apr 17, 2012 at 3:51 PM, Psy_Commando <psycomma...@gmail.com> wrote: > using vphysics > > > On Tue, Apr 17, 2012 at 4:48 PM, Joel R. <joelru...@gmail.com> wrote: > >> Is the entity simulated using the physics object or bbox and gamemovement? >> >> >> >> On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando <psycomma...@gmail.com>wrote: >> >>> I'm having a problem with an aircraft vehicle I've made. I asked the >>> Eternal Silence team for some pointers and they've shared their flight code >>> with me, but I'm still getting this weird jerkiness, even at 0ms of ping. >>> I'm using the Alien Swarm SDK for this. >>> >>> Here's a video to show the problem : >>> http://www.youtube.com/watch?v=zs64WcoD_IQ >>> >>> I'm really not sure what's the problem, I can post parts of the code >>> here if that would help. >>> Any suggestion would be greatly appreciated. >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >>> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > _______________________________________________ > 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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