Does Havok support aerodynamics?

H

hotsnot

Guest
Hey i was playing around with garrys mod the other day and suddenly, i wondered if planes would work in half-life 2, so i attached a cola machine and two rockets on the back, adding two metal sheets on the side as wings (tilted upwards). So i launched it off, but to my disappointment, it still acted the same. :( anyone wanna try it out? did i do something wrong? or is half-life 2 not that complex yet?
 
If it does, then it isn't implemented in HL2.
 
thats sad, haha can anyone code it into half-life 2, if u cud, it wud be soooo cool
 
man, aerodynamics just will not be seen in a game for a long time. this is fluid dynamics and before it is applied to air it will be applied to water, but the number of calcutations required would be enormous and lagg even the fastest present day computers if decent graphics were added.
 
You don't need aerodynamic lift to make a plane. All it takes is enough canisters and a little key-binding. :p
 

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Bedwetting Type said:
You don't need aerodynamic lift to make a plane. All it takes is enough canisters and a little key-binding. :p

very nice plane, how long did it take you to build it?
 
Yes CREMATOR66, download Building Blocks Final and it's pre-built in there :)

Aerodynamics are not in Havok. But like they said, give it enough thrust and away you go! :)
 
ummmmmm, if you put a few so it pushes the nose of the plane up and put 1 or so aiming back on the plane it pushes it up and away, but its annoying to get working
 
Bedwetting Type said:
The plane body is included in buildingblocks_final. I just attached the canisters and gave them all names. It took me hours to get it flying right, heh.

[Edit: You can get the map here: http://www.pcgamemods.com/9009 ]
cool... so that's the main ingredient to make a plane... :D
 
Great Grizzly said:
so all those other games where you fly planes doesnt use aero dynamics?
Well, it's pretty much scripting so it isn't dynamics...So the answer is no.
 
Nope. True aerodynamics are too expensive to simulate at run-time, and usually unnecessary.

There's usually some kind of flying model which approximates the forces caused by aerodynamics, which in most cases, is good enough.

The thing about games, is for the most part, stuff is "faked". It's just the way it is. The only way it could possibly not be faked is if the game engine pretty much consisted of solving some equation of everything for every sub-atomic particle, but even if such an equation existed, it's completly infeasible to do.
 
Epsi said:
There's usually some kind of flying model which approximates the forces caused by aerodynamics, which in most cases, is good enough.

I was going to suggest they could use that, you could deisgn an aerodynamic approximation for each model.
Don't think it would be useful in the majority of cases though.
It comes down to the fact that HL2 doesn't need it.
 
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