Physics: Difference between revisions
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{{ | {{lang|Physics}} | ||
{{Abstract Mapping}}[[Category:Hubs]][[Category:Level Design]] | |||
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{{Abstract Mapping}} | |||
== Entities == | == Entities == | ||
*[[Physics Entity Overview]]—constraint entity listing | *[[Physics Entity Overview]]—constraint entity listing | ||
*Physics can be brush-based, like | *Physics can be brush-based, like {{ent|func_physbox}}, or model-based, like {{ent|prop_physics}}, {{ent|prop_physics_respawnable}}, or {{ent|prop_physics_multiplayer}}. Physics objects can be picked up either with the use key or the {{ent|weapon_physcannon}}. | ||
==Topics== | ==Topics== | ||
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* [[Suspended Object Trap]] | * [[Suspended Object Trap]] | ||
== See | == See Also == | ||
* [[:Category:Physics]] | * [[:Category:Physics]] | ||
* [[:Category: Level Design]] | * [[:Category: Level Design]] | ||
Revision as of 07:24, 7 July 2022
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