Page 2 of 2

PostPosted: Mon Jul 30, 2007 4:50 pm
by scimaster
Hey, nishmaster!
I would test your newest ones, but the COMPLETELY freeze my computer up. sorry. :(

PostPosted: Mon Jul 30, 2007 8:01 pm
by Nishimaster
lol theres a hell of a lot of metal in one place, and it makes pretty much every computer go slow. didn't think it'd make any freeze up though :p

PostPosted: Tue Jul 31, 2007 6:01 pm
by jimbojetuk
jimbojetuk wrote:
McGinge wrote:Yeah!! Well at least I think thats the theory... It was discussed some time ago on this here forum and thats correct from what I can remember! I'm surpirsed the metal hadnt already broken though;generally when you swing the metal that fast it breaks because its being stretched too much. :P


well ive put together 16 little lvls to show all the different things you can do. Please view them all! They are all different, exploitng the glitch in different ways. All are from the map pack 'danland' level number 2.


has anyone seen this yet? what you tink?

PostPosted: Tue Jul 31, 2007 8:04 pm
by scimaster
That is pretty strange!

PostPosted: Tue Jul 31, 2007 9:38 pm
by jimbojetuk
know why it happens?

PostPosted: Wed Aug 01, 2007 1:29 am
by scimaster
Not really, but others on the fourm could probably explain it easly.

PostPosted: Thu Aug 02, 2007 6:53 pm
by manored
I think that in most (if not all) games with realistic physics its possible to make objects pass through others winhout colliding with then if you lauch then fast enough... :)

PostPosted: Thu Aug 02, 2007 7:04 pm
by jimbojetuk
ya, thats whats going on in some of my examples

PostPosted: Thu Aug 02, 2007 7:23 pm
by NickyNick
This problem in game engine can be easily fixed. The current engine detects collisions between objects, just according to their current positions on each step of simulation. That means the following: if one object moves so fast that its endpoint has different positions relating to edge of another object at successive simulation steps, then the engine won't detect collision between them. The engine should store two positions of object at successive simulation steps, so it will be possible to detect collisions between objects, according to their movement lines. :)

PostPosted: Thu Aug 02, 2007 8:39 pm
by scimaster
I had to read that twice to understand it! :lol: But could I get more entries for the test level? :(