You should be able to make your vehicles as lightweight from a
networking point of view in Source as in any other current or next
generation engine.  You have complete control over how much data is sent
for each vehicle and it's generally not too tricky to move lots of logic
over to the client to avoid having to network it.  In fact, you could
make vehicles nearly 100% client side if you so desired.

Jay or I are happy to provide specific suggestions on how to reduce
bandwidth usage by vehicles/phyics/players/weapons or whatever you run
into, but you'll need to formulate a plan so you can ask questions we
can give real answers to.

I'd love to see someone try to do a 32 vehicle game and we'd be happy to
help with any technical issues along the way.

Yahn

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ChessMess
Sent: Tuesday, December 14, 2004 8:13 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Netcode and Vehicles

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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