beyond... into teh futurexxor...

"Physical" bullets have been around for a long time, there's nothing special about them. Valve apparently just didn't want to do them. As for simulating fluids, hasn't Valve said that it can be modded into HL2?
 
isnt that an emergancy procedure?, when a choppers engine cuts out or it loses fuel, (or whatever) they let the blades go neutral and descend and the rotors spin with the air rushing up through them and it sort of slows the fall... maybe thats exactly what u have been discussing lol.
 
Brian Damage said:
Try making a paper helicopter. Those things fall slower than a similar shape which doesn't spin, I know that...

A paper helicopter is not a real helicopter. The only way you could actually slow it down is by making the blade spin faster than the air is coming up. Don't you know what the tail rotor does? When you are falling the tail rotor won't move therefor the helicpoter will just spin a little only evening the blade movements out so there is not lift except for the fact that the helicopter it self has air friction will slow it down.
 
The point here, Pat, is that as the helicopter falls, the blades spin, which retards the fall using a similar effect to those weird planes with the rotors on the wings.

I know what the bloomin' tail rotor does.

[EDIT]: And the tail rotor moves whenever there's power to it.
 
Sounds difficult.

Anyone care to supply the name of those rotor-winged planes? Was it "Autogyro"? I can't remember.
 
physical bullets, yes... physical bullets that react with the source? valve mentioned something in one of the interviews about having a machine gun firing a large ammount of physical bullets each reacting to the source caused lag issues on PCs i'm fairly sure... if i'm wrong, let me know though, i'm not too sure.

it would make sense though that it'd cause mild system lag...
 
I think you underestimate the complexity of true fluid dynamics. The theory behind like solid body and ragdoll physics (Havok) has been understood for centuries, but research into fluid turbulence is ongoing. You might see water effects which are faked by 'brute force' methods in a few cpu generations (I'm thinking along the lines of using huge numbers of particles to simulate a pool of water) but it still won't be that realistic.
 
Mr. Redundant said:
I want water, and Air dynamics.
Air Dynamics mostly.. that way we can have explosions that react to the room size/shape they are in.. for instance throwing a grenade into a vent, it would carry through the vent and spew forth from the other side.

or smoke grenades would spread realistically across a battlefield, or fill up an enclosed room... water is just iceing, Air has more gameplay value ;)

this may not be a fully programmed air dynamics system but in an old team fortress 2 interview I beleive they said the flame thrower fills the room...depening on the size or whatever/however a real flame thrower works.

not saying its neccisarely programmed like that for everything in the game. or in the game at all anymore. it could be only for particular games, where they wanted to make it more realistic feeling i dunno lalal! w00t
 
the peopel who say fluid dynamics are already possible just not for computers yet

give me an example
because if you saw it on a television show, that would probably be a scripted animation....
 
PoiSoNSpiDeR said:
the peopel who say fluid dynamics are already possible just not for computers yet

give me an example
because if you saw it on a television show, that would probably be a scripted animation....

What? :dozey:
 
who are "WE"?
I heard the original team (John and morpheo) werent porting to source.
btw I love TS. (best mod ever for HL)

EDIT: crap I meant to edit my last post, but ended up double posting.. sorry guys.

You'll be suprised.
 
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