Search found 21 matches
- Sat Nov 12, 2011 5:47 am
- Forum: QuakeC Programming
- Topic: SV_Friction/trigger push and Turning
- Replies: 5
- Views: 1731
Re: SV_Friction/trigger push and Turning
Well, one way would be to get the normal of the surface the player entity is perched upon? To do this you could use a traceline. Unless there is a better builtin.
- Sat Nov 12, 2011 2:10 am
- Forum: QuakeC Programming
- Topic: SV_Friction/trigger push and Turning
- Replies: 5
- Views: 1731
Re: SV_Friction/trigger push and Turning
Darkplaces allows for physics to be calculated from QC - http://icculus.org/twilight/darkplaces/files/sv_user.qc
You could incorporate kinetic friction/drag/rolling resistance as just another force from here. Something like
dragforce = v_forward * self.velocity * dragconstant; ?
You could incorporate kinetic friction/drag/rolling resistance as just another force from here. Something like
dragforce = v_forward * self.velocity * dragconstant; ?
- Wed Nov 09, 2011 3:51 am
- Forum: QuakeC Programming
- Topic: Rewriting Quake's player animation code..
- Replies: 4
- Views: 2312
Re: Rewriting Quake's player animation code..
1)
You want to check the magnitude of the velocity vector, to get the speed.
float s = vlen(player.velocity);
if ( s > 0)
{
// Code.
}
2)
If you inspect player.qc, you will notice that all the velocity checking happens for only the first frame. Your problem is that you're doing checking for ...
You want to check the magnitude of the velocity vector, to get the speed.
float s = vlen(player.velocity);
if ( s > 0)
{
// Code.
}
2)
If you inspect player.qc, you will notice that all the velocity checking happens for only the first frame. Your problem is that you're doing checking for ...
- Tue Nov 08, 2011 7:17 am
- Forum: QuakeC Programming
- Topic: quakeC bytecode
- Replies: 7
- Views: 2277
Re: quakeC bytecode
but to use it would be to make your mod work only in one engine
Well hey, that's 50% of the engines that most modern Q1 based games should be targeting. The other being Darkplaces.
However FTEs support for Quake3/ Quake 2 would make the whole process pointless.
Darkplaces should support DLLs ...
Well hey, that's 50% of the engines that most modern Q1 based games should be targeting. The other being Darkplaces.
However FTEs support for Quake3/ Quake 2 would make the whole process pointless.
Darkplaces should support DLLs ...
- Tue Nov 08, 2011 5:42 am
- Forum: QuakeC Programming
- Topic: quakeC bytecode
- Replies: 7
- Views: 2277
Re: quakeC bytecode
Datastuctures (i.e a Collection). Strings.
Structures.
Structures with functions (classes).
Inheritance.
Arrays.
While FTEQcc supports some of these things, and FTEQcc is very good, I don't think the 'bolted on' way in which these things are available is conducive to good programming. It forces ...
Structures.
Structures with functions (classes).
Inheritance.
Arrays.
While FTEQcc supports some of these things, and FTEQcc is very good, I don't think the 'bolted on' way in which these things are available is conducive to good programming. It forces ...
- Tue Nov 08, 2011 4:13 am
- Forum: QuakeC Programming
- Topic: quakeC bytecode
- Replies: 7
- Views: 2277
quakeC bytecode
I'm curious, what are the limitations of the quakeC bytecode? There are a surprising lack of 'other' language compilers for it (with the exception of Python). Would an implemention of a feature subset of a language such as Javascript or Java -> bytecode compiler be possible?