Talk:Gravity: Difference between revisions

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== QPhysics ==
== QPhysics ==
What exactly are QPhysics objects? Are they any objects with realtime collision detection? Or are they a seperate class of physics? [[User:Solokiller|Solokiller]] 18:42, 15 June 2009 (UTC)
What exactly are QPhysics objects? Are they any objects with realtime collision detection? Or are they a seperate class of physics? [[User:Solokiller|Solokiller]] 18:42, 15 June 2009 (UTC)
:[[VPhysics#QPhysics|See here]]. I'll write the QPhysics page once I understand it better. :-) --[[user:TomEdwards|TomEdwards]] 19:09, 15 June 2009 (UTC)

Revision as of 12:09, 15 June 2009

About the gravity

Is the gravity supported on the X and Y axis? I've done a lot of tests, but it doesn't seems to work. I also noticed there there is multiple gravity type: one for ragdolls, one for players, ... And they aren't always controlled by vectors. (if I remember good) --Wind Helleven 21:46, 12 June 2009 (UTC)

It is for VPhysics and I've had great fun sending loads of random objects flying around on the ceiling, but so far I can only assume that direction for QPhysics is clamped to the Z axis somewhere in engine code. I've got a new edit waiting for submission right now that should clarify this. --TomEdwards 21:52, 12 June 2009 (UTC)
The mod Ballmen supports per player gravity and it is not locked on the Z axis: [1] but the website is down... --Wind Helleven 09:29, 13 June 2009 (UTC)

QPhysics

What exactly are QPhysics objects? Are they any objects with realtime collision detection? Or are they a seperate class of physics? Solokiller 18:42, 15 June 2009 (UTC)

See here. I'll write the QPhysics page once I understand it better. :-) --TomEdwards 19:09, 15 June 2009 (UTC)