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Originally posted by tCh
If HL2 has dynamic gravity, then would it still be just another next gen game?
Originally posted by Nith Sahor
Dynamic gravity, if it isn't there already, could probably be implemented by a modder. In Quake 3 the TR_GRAVITY trajectory type moves a projectile forward in the direction it was fired, and every time the think function is called for the projectile a certain amount (multiplied by the time since the projectile was fired) is subtracted from the projectile movement vector's z component (which would model how the object accelerates down). The vector representing acceleration from gravity in this case is (0, 0, -0.2) or something like that (because the think function is called every 20 milliseconds, g = 9.810 m/s^2 so g ~~ 0.20 m/20ms^2). If you wanted your gravity to go in the direction represented by vector Z then every time the think function is called simply subtract Z multiplied by the time since the projectile was fired from the movement vector of the projectile, which would make it arc according to the gravity.
Originally posted by Shuzer
Adam, the FOV can be turned upside down if you're in the buggy and get knocked over, FYI
Originally posted by Nith Sahor
Dynamic gravity, if it isn't there already, could probably be implemented by a modder. In Quake 3 the TR_GRAVITY trajectory type moves a projectile forward in the direction it was fired, and every time the think function is called for the projectile a certain amount (multiplied by the time since the projectile was fired) is subtracted from the projectile movement vector's z component (which would model how the object accelerates down). The vector representing acceleration from gravity in this case is (0, 0, -0.2) or something like that (because the think function is called every 20 milliseconds, g = 9.810 m/s^2 so g ~~ 0.20 m/20ms^2). If you wanted your gravity to go in the direction represented by vector Z then every time the think function is called simply subtract Z multiplied by the time since the projectile was fired from the movement vector of the projectile, which would make it arc according to the gravity.
Then you lack vision.Originally posted by iamironsam
...You could definitely make a mod that simulates individualized gravity, but I can't see any application.
Originally posted by Phisionary
I don't see why some of you scoff this idea because it's new-ish. Half-life broke new ground, half-life2 will doubtless break new ground, why not consider gravity and it's manipulation be another level of this, for the purpose of new and innovating gameplay?? I look forward to the possibilities.
Originally posted by Phisionary
Then you lack vision.
Originally posted by Yodareturn
serious sam 2 can do it..... why couldn't half life 2??
Originally posted by Adam
That kind of vector would work in the simplest of cases, but in real application you would need the think function to take into consideration the current location of the projectile. If the projectile is fired from upside down gravity, into normal gravity, your formula would not work. Especialy considering the aspect that if 2 opposing forces of gravity are near each other, they will overlap.
You would have to add a function that takes the amount of force from both gravitys and find which one is stronger for the current location of the projectile. The function could return the proper vector (max_x, max_y, max_z) since all aspects of the vector need to be taken into account since multiple gravitys will be at 90 degree angles too. The Z axis in the vector alone can't compensate for that.