There aren't any intermediate states, so there is a loss of precision as
the entire movement is linearized per batch of updates (single target
position).  The important difference is that the velocity and error
stuff doesn't get aggregated across the batch of user commands so the
player doesn't suddenly teleport or move faster.

And yes, the underlying functions still work, but the controller will of
course modify the velocity of the object.

Jay

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
> Sent: Friday, March 31, 2006 7:59 PM
> To: [email protected]
> Subject: RE: [hlcoders] Player Physics
>
> A few more questions:
>
> So, as I understand it, how the player controller works:
>
> If there is no backlog of CUserCmds, then the player is
> simulated by CGameMovement and VPhysics for one tick, and at
> the end of the frame the two are reconciled.
>
> If there is a backlog of CUserCmds, then the player is
> simulated by the CGameMovement as before.  The player shadow
> is given a set of "intermediate targets" (based on the
> positions calculated at the end of every batch of CUserCmds),
> and then this is VPhysics-simulated in one frame, but with a
> time delta to match the difference between the first
> simulated backlogged frame and the last simulated backlogged frame.
>
> Given that, as said, the player and shadow controllers are
> almost identical, I conclude that the shadow controller works
> as well by setting a bunch of "intermediate states" and
> associating a time with each of them, then simulating it all
> in one frame.  Is that correct?
>
> Also, am I right in assuming that the underlying
> IPhysicsObject functions still work?  (e.g., SetVelocity(), etc.)?
>
>
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