Re: [hlcoders] Fast Moving Physics Objects

2006-10-27 Thread John Sheu
In my experience, you're best advised to try to avoid VPhysics altogether. Anything to do with prediction or lag compensation will be a PITA. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Fast Moving Physics Objects

2006-10-27 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Thanks. I implemented that and it's working beautifully so far. Not only do the collisions work at high speed, but a hackjob isn't required to get them working with hitboxes. :) On 10/26/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [

[hlcoders] Fast Moving Physics Objects

2006-10-26 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I'm trying to simulate bullets at (near) actual speed with physics rather than tracelines, and I'm having inconsistent collision troubles. I assume they're happening because the physics system isn't designed for such fast moving objects. My

Re: [hlcoders] Fast Moving Physics Objects

2006-10-26 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] You need to do some sort of swept collision, which for bullets is normally tracelines. You can simulate the bullet gravity/drop yourself very easily, and just do a traceline from last position to this position each timestep. The traceline doesn't