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Backup
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Join Date: Jul 2010
Location: Česká Republika
Old 01-01-2013 , 12:55   Re: Module: BMOD - Extended Physics Module
Reply With Quote #107

Quote:
Originally Posted by ILZM View Post
1. How to detect rolling?
I'd try it with info from bmod_forward_contact and avelocity. It won't be perfect, there will be many false-positives. You can also try comparing avelocity against velocity. In 2D it's not that hard, in 3D its fucking nightmare, and you'll get many false-negatives.
Quote:
Originally Posted by ILZM View Post
2. What the priority of pEnt1 and pEnt2 in bmod_forward_contact
Do not assume anything and do a proper check. Just compare them and swich them if they are in wrong order.
Quote:
Originally Posted by ILZM View Post
3. Is bmod_forward_contact being called 2 times when it touchs 2 walls?
It's called every frame if it touches anything.
Quote:
Originally Posted by ILZM View Post
4. Will you amend BMOD collision with some brush ents?
Maybe some day, but probably no. I do not plan releasing newer versions.
(because i got really pissed by constraints)
Quote:
Originally Posted by ILZM View Post
5. Why does cylinder ent never stop even with bmod_world_set_float(BMOD_FL_friction, ***)?
Because it is world's friction against other objects. It is that friction that would cause world to slow down if you would like to move it.
Just set friction for each object.
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