Almost seems that BF2 is going to be what we need rather then HL2.
Don't get me wrong... I've been dying to do HL2.. but if we can only
realistically expect a minor handful of vehicles to be usable at any
one time without Lag issues... we'll its definetly a major
consideration that has to be evaluated.

I would suspect many mods are pretty much of the mindset that vehicles
are a given and that any new engine should be able to handle it
without issue on a mutliplayer environment, especially considering the
standard set by the BF series in that regard.

How many mods here have vehicles as a large component of thier design?


On Tue, 14 Dec 2004 21:37:55 -0600, Jeffrey botman Broome
<[EMAIL PROTECTED]> wrote:
> Tony "omega" Sergi wrote:
> > C&c renegade. Heh
> > I've been in 64 player games, and the whole thing is about vehicles, and I
> > get 20 latency or so.
> >
> > Course, it's a totally different engine, and a lot older now.. but ;)
>
> Yeah.  I'm thinking more along the lines of Havok, Karma, etc. physics
> engine type vehicles which are usually more complex in terms of joints,
> constraints, contacts, replusors, etc.
>
> UT2004 does a pretty good job of getting multiple Karma vehicles going
> in a multiplayer level at once, but their physics "properties" are
> fairly simple.  And the game has been tuned pretty well to pass the
> minimal amount of entity physics data over the network to keep the
> clients and servers relatively in sync with each other.
>
> --
> Jeffrey "botman" Broome
>
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--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com

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