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Emp`
AMX Mod X Plugin Approver
Join Date: Aug 2005
Location: Decapod 10
Old 02-13-2012 , 19:33   Re: Module: BMOD - Extended Physics Module
Reply With Quote #15

Quote:
Originally Posted by Backup View Post
Or should i try to implement player collision?
I think that would be one of the best goals you could accomplish with this, along with the entity handling.

One thing that I saw immediately that I would prefer you do is convert the following into an enumeration.
Code:
0 - sphere (x is radius)
1 - box (x, y and z are half of box dimensions)
2 - cylinder (same as box, x is radius; cylinder is situated along Z axis)
3 - capsule (x is radius, y is distance between half spheres; capsule is situated along Z axis)
4 - cone (x is radius, y is height; cone is situated along Z axis)
Using an enumeration would be easier to distinguish what is being created, instead of trying to remember the numeric values.

Also, I have not had any time to actually test anything with this, but could you answer these questions (they all have to do with how much entity data is used between "worlds"):
  1. Are entities' and objects' velocities tied both ways? Meaning if I set an entity's velocity, will it correctly alter the object's velocity?
  2. Does an entity's movetype also affect its movement? I.e. would an entity with MOVETYPE_FLY float in the air?
  3. Does the entity's gravity affect anything?

A feature that I think would be interesting, would be able to do something like Weapon Physics for the entities.
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