Physics: Difference between revisions
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* [[Cinematic Physics]] - baked (precalculated) physics generated in an external physics simulator | * [[Cinematic Physics]] - baked (precalculated) physics generated in an external physics simulator | ||
* [[Optimization (level design)/Physics]] | * [[Optimization (level design)/Physics]] | ||
* [[Cloth Simulation]] | |||
==Tutorials== | ==Tutorials== |
Revision as of 08:00, 25 January 2020
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want |
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Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie |
Entities
- Physics Entity Overview—constraint entity listing
- Physics can be brush-based, like func physbox, or model-based, like prop_physics, prop_physics_respawnable, or prop_physics_multiplayer. Physics objects can be picked up either with the use key or the weapon_physcannon.
Topics
- VPhysics - Source's built-in physics engine
- Cinematic Physics - baked (precalculated) physics generated in an external physics simulator
- Optimization (level design)/Physics
- Cloth Simulation