(Cross-posted, hope nobody minds
)
Hey all. I've been tinkering with writing a portal renderer over the last couple months, and it's now starting to evolve into an actual JK clone. I've got world rendering and thing rendering working pretty well (I get about 60-100 fps on my GeForce2 Go), so now I'm trying to make a foray into some of the physics. I know that this is the place where Sith2 got bogged down, and if Jon`C and company can't figure it out, I don't know what hope I have, but I figure I might as well give it a shot.
I've run into a couple questions that I can't seem to find clear answers to in the JK Specs, so I thought I'd post them here to see if any of the old wizards have run across answers during their time editing JK. Any help would be greatly appreciated.
1. Are things like walk/run speed and crouch height specified in data files somewhere, or are they simply hardcoded?
2. If a surface is flagged as floor, is there some angle above which you will still slide down it? Or can you just walk up a floor that's sitting at 89.9 degrees?
3. Do thing collisions use sphere radii as specified in the 3DO file, or do they somehow make use of bounding boxes as well? I can see that JED shows bounding boxes for templates in the template creator--where does it come up with this information? I can't see anything in the template section of the JK Specs that would indicate that bounding box information is specified.
4. With regard to sphere-based collision detection, how does the Radius field in the 3DO file relate to the size/movesize members of the template? They appear to be different numbers (at least for ky.3do vs. walkplayer).
5. When I'm doing POV rendering, how do I determine the height below the camera point at which the player's feet are? Is it just hardcoded, or is it derived from the bounding box of the thing + the eyeoffset in the template or something like that?
6. Is collision detection in POV mode done the same as in 3rd-person mode (i.e. collisions are performed against ky.3do), or somehow different?
I know some of those are pretty obscure, but I figured I'd throw them out there just in case somebody has any idea about them. Also, I'm not sure how far physics development in Sith2 has gotten, but if anybody working on that has any answers, I'd love you forever.
![:)](../../smileys/smile_new.gif)
Hey all. I've been tinkering with writing a portal renderer over the last couple months, and it's now starting to evolve into an actual JK clone. I've got world rendering and thing rendering working pretty well (I get about 60-100 fps on my GeForce2 Go), so now I'm trying to make a foray into some of the physics. I know that this is the place where Sith2 got bogged down, and if Jon`C and company can't figure it out, I don't know what hope I have, but I figure I might as well give it a shot.
I've run into a couple questions that I can't seem to find clear answers to in the JK Specs, so I thought I'd post them here to see if any of the old wizards have run across answers during their time editing JK. Any help would be greatly appreciated.
1. Are things like walk/run speed and crouch height specified in data files somewhere, or are they simply hardcoded?
2. If a surface is flagged as floor, is there some angle above which you will still slide down it? Or can you just walk up a floor that's sitting at 89.9 degrees?
3. Do thing collisions use sphere radii as specified in the 3DO file, or do they somehow make use of bounding boxes as well? I can see that JED shows bounding boxes for templates in the template creator--where does it come up with this information? I can't see anything in the template section of the JK Specs that would indicate that bounding box information is specified.
4. With regard to sphere-based collision detection, how does the Radius field in the 3DO file relate to the size/movesize members of the template? They appear to be different numbers (at least for ky.3do vs. walkplayer).
5. When I'm doing POV rendering, how do I determine the height below the camera point at which the player's feet are? Is it just hardcoded, or is it derived from the bounding box of the thing + the eyeoffset in the template or something like that?
6. Is collision detection in POV mode done the same as in 3rd-person mode (i.e. collisions are performed against ky.3do), or somehow different?
I know some of those are pretty obscure, but I figured I'd throw them out there just in case somebody has any idea about them. Also, I'm not sure how far physics development in Sith2 has gotten, but if anybody working on that has any answers, I'd love you forever.
"I realized the moment I fell into the fissure that the book would not be destroyed as I'd planned.
It continued falling into that starry expanse of which I had only a fleeting glimpse.
I've tried to speculate, where it might have landed--although I must admit such conjecture is futile. Still, the question about whose hands might one day hold my Myst book are unsettling to me.
I know my apprehensions might never be allayed, and so I close, realizing that, perhaps, the ending has not yet been written."
It continued falling into that starry expanse of which I had only a fleeting glimpse.
I've tried to speculate, where it might have landed--although I must admit such conjecture is futile. Still, the question about whose hands might one day hold my Myst book are unsettling to me.
I know my apprehensions might never be allayed, and so I close, realizing that, perhaps, the ending has not yet been written."