You know after reading this again.. if you're trying to simulate realistic bullets, I've got a suggestion...
I've developed a projectile simulator which takes things like wind/velocity into account using only a tiny structure of data, these are replicated to the clients and batch rendered using the meshbuilder class... so you have to lead distant targets and all of that jazz as if the projectile was real. What I'm trying to get at is you really don't need entities for something this simple.. instead create a manager entity with (add/remove/simulation methods) to store limited data about projectiles, such as the current position,angles, and bitflag for its type... then every x ms, simulate all the projectiles by running a raycast along their pos/plane however many units(based on the projectile type set by a flag).. and then bumping their position up along it.. and repeating until it hits a an object, then do your hit effects/deal your damage. This can be predicted by the client so you don't have to send any sort of positional update, and is many times cheaper than simulating an entity for _every_ bullet, you can even use this sytem to simulate slower projectiles like rockets which have to explode on contact. There's even more optimizations you can make, such as adding a delay to the actual damage raycast based on the distance and time the bullet would take, calculated from the intial raycast when the weapon was fired which is uber cheap (Planetside does something like this), but that's less accurate and probably out of scope for your project. I've got to make optimizations everywhere I can, though in the future I'll probably write a tutorial/code dump for this, but you should try doing something like this instead of creating a new entity for each bullet
From: ibutsu <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Crossbow bolts/projectiles and hitgroups Date: Sun, 26 Jun 2005 01:11:25 -0400 Hello, I've made a bullet/projectile class based off the crossbow bolt, but I've noticed that the crossbow bolt (and thus my projectiles) do not provide hitgroup information, is there any (preferably easy :) way to have this implemented, if it is at all possible? Thanks for your help, - ibutsu _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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