source-sdk-2013 | The 2013 edition of the Source SDK | SDK library
kandi X-RAY | source-sdk-2013 Summary
kandi X-RAY | source-sdk-2013 Summary
Source SDK Copyright(c) Valve Corp. THIS DOCUMENT DESCRIBES A CONTRACT BETWEEN YOU AND VALVE CORPORATION ("Valve"). PLEASE READ IT BEFORE DOWNLOADING OR USING THE SOURCE ENGINE SDK ("SDK"). BY DOWNLOADING AND/OR USING THE SOURCE ENGINE SDK YOU ACCEPT THIS LICENSE. IF YOU DO NOT AGREE TO THE TERMS OF THIS LICENSE PLEASE DON’T DOWNLOAD OR USE THE SDK. You may, free of charge, download and use the SDK to develop a modified Valve game running on the Source engine. You may distribute your modified Valve game in source and object code form, but only for free. Terms of use for Valve games are found in the Steam Subscriber Agreement located here: You may copy, modify, and distribute the SDK and any modifications you make to the SDK in source and object code form, but only for free. Any distribution of this SDK must include this LICENSE file and thirdpartylegalnotices.txt.
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QUESTION
I was going through the player movement code for the source engine when I stumbled upon the following function:
...ANSWER
Answered 2022-Feb-22 at 18:17I think author make wishspeed
simply act as scaler for accel
, so the speed of currentspeed
reach the wishspeed
linear correlated to magnitude of the wishspeed
, thus make sure the time required for currentspeed
reach the wishspeed
is approximately the same for different wishspeed
if other parameters stay the same.
And reason above that is because this could create some sort of urgent and relaxing effects which author desired for character's movement, i.e when speed we wish for character is big(small) then character's acceleration is also big(small), no matter sprint or jog, speed change well be finished in roughly same time period.
And player->m_surfaceFriction
is even more obvious, author just want an easy(linear) way to let surface friction value affect player's acceleration.
From my own experience, when trying to understand the math related mechanism inside the realm of game development, especially physics or shader, we should focus more on the end effect or user experience the author trying to create instead of the mathematical rigor of the formula.
We shouldn't trap ourselves with question like: is this formula real? or the formula make any physical sense?
Well, if you look and any source code of physics simulation engine, you'll find out most of them if not all of them does not using real life formula, instead they rely on bunch of mathematical tricks to create the end effect that mimic our expectation of real life physics.
E.g, PBD or XPBD one of the most widely used algorithm for cloth or softbody simulation, as name suggest, is position based dynamic, meaning they modify the particle's position explicitly, not as one may expected in a implicit way like in real life (force effect velocity then effect position), why do we using algorithm like this? because it create the visual effect match our expectation better.
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