Talk:Dreamball: Difference between revisions

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(Simulating spheres)
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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. --[[user:TomEdwards|TomEdwards]] 07:07, 1 Dec 2008 (PST)
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. --[[user:TomEdwards|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 :) --[[User:Craziestdan|Craziestdan]] 11:13, 1 Dec 2008 (PST)

Revision as of 12:13, 1 December 2008


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 :) --Craziestdan 11:13, 1 Dec 2008 (PST)