Gravity (Wishlist)

Gravity // Wishlist

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cubic

Feb 5, 1999, 1:55pm
The way it is now, gravity is automatically disabled as soon as you press
numeric + or -.
And as soon as you bring yourself back to the surface with the numeric +
or - the gravity switches back on.

Also if you press shift the gravity is disabled and as soon as you let go of
it, it's re-enabled. *Unless* you press + or - in the mean-time, and that's
what irritates me.
Couldn't the gravity automatically re-enabled if you let go of shift?

--
Cubic

=?iso-8859-1?q?eep=b2?=

Feb 5, 1999, 6:17pm
By "in the mean-time" are you referring to pressing + or - while strafing?

I asked Roland about this process soon after strafing was implemented and he said gravity needs to be disabled for some reason I can't recall now. It would be better if gravity was just left enabled while strafing, however. Essentially, disabling pass-thru ([Shift]) in the world "features" does this (correct strafing happens), so it should be possible WITHOUT having to disable pass-thru for the entire world. Also, instead of gravity automatically disabling when flying, there should be a gravity on/off button/key.

[View Quote] > The way it is now, gravity is automatically disabled as soon as you press
> numeric + or -.
> And as soon as you bring yourself back to the surface with the numeric +
> or - the gravity switches back on.
>
> Also if you press shift the gravity is disabled and as soon as you let go of
> it, it's re-enabled. *Unless* you press + or - in the mean-time, and that's
> what irritates me.
> Couldn't the gravity automatically re-enabled if you let go of shift?

grover

Feb 5, 1999, 8:25pm
<taking a stab at this> Roland said that collision detection uses a square panel the size of the avatar for collision detection. Walking sideways, this panel wouldn't allow gravity to function correctly. Why that panel can't be rotated to face your current velocity vector, I don't know... (or maybe it's a different problem)

grover

[View Quote] > By "in the mean-time" are you referring to pressing + or - while strafing?
>
> I asked Roland about this process soon after strafing was implemented and he said gravity needs to be disabled for some reason I can't recall now. It would be better if gravity was just left enabled while strafing, however. Essentially, disabling pass-thru ([Shift]) in the world "features" does this (correct strafing happens), so it should be possible WITHOUT having to disable pass-thru for the entire world. Also, instead of gravity automatically disabling when flying, there should be a gravity on/off button/key.
>
[View Quote]

=?iso-8859-1?q?eep=b2?=

Feb 5, 1999, 9:10pm
Avatar collision detection is based on a 1m x >=1m (depending on height of avatar) x 1m cube, not a "square panel" (http://tnlc.com/rw/rwx.html#collision for more info). And your explanation doesn't "ring any bells" of what Roland said was the actual reason. Thanks for trying though.

[View Quote] > <taking a stab at this> Roland said that collision detection uses a square panel the size of the avatar for collision detection. Walking sideways, this panel wouldn't allow gravity to function correctly. Why that panel can't be rotated to face your current velocity vector, I don't know... (or maybe it's a different problem)
>
[View Quote]

cubic

Feb 5, 1999, 9:16pm
[View Quote] Yep; between the moment you press it and the moment you let go of it.
>
>I asked Roland about this process soon after strafing was implemented and
he said gravity needs
>to be disabled for some reason I can't recall now.

Well; I'm curious...
Is it some technical reason? Or is it practical?

> It would be better if gravity was just left enabled while strafing,
however.

Indeed.

>Essentially, disabling pass-thru ([Shift]) in the world
>"features" does this (correct strafing happens), so it should be possible
WITHOUT having to
>disable pass-thru for the entire world.

Mm... I'll take a look then.

>Also, instead of gravity automatically disabling when
>flying, there should be a gravity on/off button/key.

Your right. I forgot to mention that.

--
Cubic


[View Quote]

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