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SNMetamorph /
npub1y54…rpjq
2024-01-11 18:03:05

SNMetamorph on Nostr: Just finished initial PhysX 4.1.2 integration to PrimeXT. All fundamental work was ...

Just finished initial PhysX 4.1.2 integration to PrimeXT. All fundamental work was already done by me, but there is another bunch of work which of course easier, but I just have no time for it.

Interpolating rigid bodies state when applying it for entities (because physics ticks with other rate than actual game loop)
Testing and fixing problems with dynamic actors and pusher entities interacting
Fine-tuning all minor physics-related things so physics can look more completed and playable
Vehicles (we even have some snippets derived from XashXT, hidden under macro HAS_PHYSIC_VEHICLE)
Ragdolls (for this we need some mechanism to transfer bone matrices data to clients)
Physical units (since engine uses inches instead of meters, we can't use common SI units and instead forced to use other weird units based on inch)
Made water actors movable, because func_water can be moved around map (now there is assumption that water is always static)

If you have any interest in this or even in other things, you're welcome there: https://github.com/SNMetamorph/PrimeXT
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npub1y549rqjmxcvnuaeup4smsmyauva9qnrxclgmtsg0xgff9qnd2l6qvlrpjq