Hi Curt,

On Thursday 16 April 2009 20:24:02 Curtis Olson wrote:
> I was hoping for a reasonably simple solution without needing new external
> software development, but the idea of leveraging the multiplayer protocol
> is interesting.  I notice that with our existing multiplayer servers, there
> is at least a many second delay in positioning the MP aircraft.  Is that
> delay imposed by the server side, or is there something built into the
> protocol that could cause position updates to be delayed before they are
> drawn?
There is not 'hard' time relationship in the multiplayer protocol. This is due 
to the totally unreliable lags between the participiants. The multiuplayer 
protocol just tries its best to have something that behaves like the external 
multiplayer ...

So, for that puropse you are trying to do I believe that this loose time 
coupling of the mp protocol might introduce problems you do not want to have.
OTOH, if the mp players happen in a local network, at least my personal 
experience with the mp stuff tells me that you do not see to much of that time 
adjustments so this might work well enough.
But whatever you try to debug with that visualization, keep in mind that there 
is a loose coupling of simulations times.

> Back to my other idea.  It shouldn't be hard to figure out an XYZ offset of
> a 2nd piggyback model.  But in terms of orientation, are there animation
> primitives that would allow me to specify absolute euler angles for the 2nd
> model, or would those angle also have to be computed relative to the
> primary model orientation (that's doable I suppose, but my brain has begun
> to hurt just at the suggestion of having to do it.) :-)
As far as I remember, we do not have an absolute euler angle animation in this 
sense. But you can compute the relative orientation using the quaternion stuff 
and use the relative orientations euler angles in the animation.

Greetings

Mathias

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