Ok, thanks. Can I use this primitive shapecast to collide against the
world? Is it represented by a collideable too or is vphysics only used to
collide between physics entities and is the world not considered a physics
entity? If I can use vphysics to collide against the world but the only
01, 2007 12:43 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Shapecasts in Source
Ok, thanks. Can I use this primitive shapecast to collide
against the world? Is it represented by a collideable too or
is vphysics only used to collide between physics entities and
is the world
vphysics has a shapecast primitive function (i.e. you can cast one shape
represented as a CPhysCollide at another) but no way of getting a list
of CPhysCollides to cast against. The changelevel trigger uses the
primitive routine to find exact intersections between physics props and
the trigger,
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