Thanks Jonathan and Aaron for your replies. I'll read up on this and see where it goes.
Regards, Thomas ----- Original Message ---- From: Jonathan Murphy <[EMAIL PROTECTED]> To: [email protected] Sent: Saturday, August 5, 2006 6:45:09 PM Subject: Re: [hlcoders] Client vs Server -- [ Picked text/plain from multipart/alternative ] Clientside gathers input from the client, either through VGUI panels, or the user command (see CUserCmd), and sends this to the server, where it is applied to the game world. The client also has it's own copy of the "game world", which it uses to locally handle the users input and "predict" the effects on the game world eg weapon effects, weapon impacts, running into objects (handled badly) etc. Read up on: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking http://developer.valvesoftware.com/wiki/Working_With_Prediction http://developer.valvesoftware.com/wiki/Weapon_Prediction http://developer.valvesoftware.com/wiki/Lag_Compensation (written for HL1 but I think it mostly still applies to Source). On 8/6/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Clientside = Visual/audio effects/simulation > Server = Physical/gameplay simulation > > -- > ts2do > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

