VPhysics-Box3D v0.2.0 released
In #developer-talk, Asphaltian posted the v0.2.0 release of VPhysics-Box3D. Earlier, on 16 Oct, BlueShank had argued that Box3D deviates too much from vphysics to be a drop-in replacement.
In #developer-talk, Asphaltian posted the v0.2.0 release of VPhysics-Box3D. Earlier, on 16 Oct, BlueShank had argued that Box3D deviates too much from vphysics to be a drop-in replacement.
DarthTealc asked to use the "May 2026" vphysics on all platforms, including Linux32, matching Win32/Win64 and the upcoming Linux64. Grocel listed issues that are fixed once all platforms use it.
Grocel noted that PhysObj:GetBuoyancyRatio now exists but only works on Windows because 32-bit Linux vphysics is outdated, and asked robotboy655 to revisit the related physgun buoyancy issue; that issue (#5696) was closed the same day.
Akabenko proposed supporting 65536-unit maps through a GMod-specific BSP revision, without modifying vphysics.dll to avoid the licensing issues around physics.
marchc1 pointed out that everything storing coordinate vectors in the BSP would need to change. DarthTealc suggested Hammer could keep compiling regular maps as BSP version 20. newmoonbat asked why not go above 100k like Strata; Akabenko replied that 128k maps need physics changes — he hit vphysics.dll crashes — which brings licensing issues, and posted the coordinate limits CSO2 and Titanfall 2 use.