Talk:Dreamball: Difference between revisions
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:::[[prop_sphere|Found how to make one]]. You'll be able to find all the code you need in the SDK. But if anything it'll make the marble-rolling problem even worse, I'm afraid! --[[user:TomEdwards|TomEdwards]] 11:54, 1 Dec 2008 (PST) | :::[[prop_sphere|Found how to make one]]. You'll be able to find all the code you need in the SDK. But if anything it'll make the marble-rolling problem even worse, I'm afraid! --[[user:TomEdwards|TomEdwards]] 11:54, 1 Dec 2008 (PST) | ||
::::Ahh no prob, thx anyway --[[User:Craziestdan|Craziestdan]] 15:21, 1 Dec 2008 (PST) | ::::Ahh no prob, thx anyway --[[User:Craziestdan|Craziestdan]] 15:21, 1 Dec 2008 (PST) | ||
Latest revision as of 16:15, 15 July 2024
Simulating spheres
Are you aware that VPhyiscs can simulate a perfect sphere? It's cheaper and smoother than the high-density collision mesh you're using at the moment. I forget its precise keyword unfortunately; all I can find by searching the loose CPP files is PhysSphereCreate(), but that isn't called directly. --TomEdwards 07:07, 1 Dec 2008 (PST)
- I wasn't aware... Could that be part of why my marbles never keep still? They always manage to roll on their own... I figured this was just Source's normal behaviour? Thx for the info, I'll be sure to look into it :) PS how do I go about doing this perfect sphere? Is it all done via code only, with PhysSphereCreate(), or is it something available in hammer already? --Craziestdan 11:13, 1 Dec 2008 (PST)
- Found how to make one. You'll be able to find all the code you need in the SDK. But if anything it'll make the marble-rolling problem even worse, I'm afraid! --TomEdwards 11:54, 1 Dec 2008 (PST)
- Ahh no prob, thx anyway --Craziestdan 15:21, 1 Dec 2008 (PST)
- Found how to make one. You'll be able to find all the code you need in the SDK. But if anything it'll make the marble-rolling problem even worse, I'm afraid! --TomEdwards 11:54, 1 Dec 2008 (PST)
- I wasn't aware... Could that be part of why my marbles never keep still? They always manage to roll on their own... I figured this was just Source's normal behaviour? Thx for the info, I'll be sure to look into it :) PS how do I go about doing this perfect sphere? Is it all done via code only, with PhysSphereCreate(), or is it something available in hammer already? --Craziestdan 11:13, 1 Dec 2008 (PST)