I was wondering if you can give me a clue on how to start. Perhaps you could move one of the functions client side as a demo? I really have no idea how your guys' netcode works or how to begin moving things to the client side. Any hints or links you can give me that may give me a start on how to do this would be greatly appreciated.
Thanks. On 12/15/04, Yahn Bernier <[EMAIL PROTECTED]> wrote: > 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 > -- ============================= <SB> Childe Roland "I will show you fear in a handful of jellybeans." _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

