TF2...TF2...hang on in there... ;-)
<SB> Childe Roland wrote:
Noone has done it??
On 6/30/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
I've recently tried to tackle adding prediction to vehicles and wound up
finding it was a more difficult task than I realized. I've heard the
issue discussed several times before so I'm hoping someone has
accomplished it by now and can provide some wisdom on my problem.
I ported the four wheel server side physics code to the client and its
creation within the vehicle's spawn to where everything seems to be
identical on the client, all wheels get posed correctly and the vehicle
physics object gets control inputs and responds. My problem is that the
client side physics vehicle doesn't respond very closely to the server
side physics of the vehicle at all. After driving for even just a few
seconds the client and server positions of the vehicle physics object get
very mismatched. I tried sending all of the control inputs to the client
and use those to input into the vehicle physics after every packet update
which helped somewhat. The absolute origin of the vehicle entity and the
position of the physics object don't match up at all. I assumed that I
would need to put the physics object's position or maybe even more info
about it in the prediction table so that it gets saved and reverted with
every update, but I'm not exactly sure how to do that since the interface
to it is limited. Even if I did do that, what good is predicting the
vehicle if it's not going to be a very accurate prediction at all?
Am I even on the right track? I was thinking maybe even predicting the
physics is overkill, and I should just predict the vehicle continuing on a
straight path between updates with little to no input. Is there any sort
of article out there explaining prediction in depth?
I'd appreciate any advice at all.
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=============================
<SB> Childe Roland
"I will show you fear in a handful of jellybeans."
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