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[ Picked text/plain from multipart/alternative ]
How is full client-side vehicles possible with multiple players? How would
you make have the vehicle the same position on all clients?

Also, about your problem: Can't you just set velocity/impulse to zero when
the network-info is received? (RecvProxy?)

On 8/16/06, Justin Krenz <[EMAIL PROTECTED]> wrote:
>
> When I first started programming the vehicle code for Empires, I tried
> to implement vehicle prediction.  This consisted of me copying the
> physics entity of the vehicle onto the client so that I could predict
> the physics portion of the vehicle on the client side for the predicted
> frame.  Everything worked fine if you told the client to ignore updates
> from the server, ie, wholly client-side vehicles.  With prediction, once
> the server sent an update and the physics object of the vehicle was
> correctly positioned to match the server copy, there was still energy in
> the physics object left over from the client-side predicted frame.  As
> the player drove his  vehicle, it would begin to climb up into the air
> as the game was essentially pulling it back to match the server while it
> still had energy that was trying to move it forward from the predicted
> frame.  When it couldn't go forward, it went up a small amount and
> created an oscillating effect.  I never found out how to completely
> erase the energy of the physics object it gained on the client frame and
> assumed it wasn't possible because there wasn't enough access to the
> internal variables of the physics object.  I plan on going back and
> working on it, but I'm going to make it fully client-side instead as I
> believe it's easier to implement anti-cheat functionality rather than
> fix the physics issue.  Plus, you get the benefit of saving server cpu
> time, and with prediction, you have to send more network info to
> describe the properties of the physics object to make an accurate
> prediction rather than just the origin and angles of the vehicle model.
>
> Paul Peloski wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Err, prediction would definitely work for a driving mod, prediction
> works by
> > allowing the local players input to be considered authoritative by the
> > client side for a little while, until the server acknowledges (or
> denies)
> > the predicted movements by the client.
> >
> > In your example, if the driver stops his client would show the stop
> > immediately (by predicting it). After the server has acknowledged the
> stop
> > is in fact possible by sending the stopped location back to the client,
> the
> > client will say "okay cool, I already knew that, thanks for confirming."
> > Meanwhile the client has moved onto something else that the server will
> > ackowledge later. This allows the client to run around as if hes
> > latency-free and only mucks up when the server denies something the
> client
> > thinks it can do (ie, prediction error.)
> >
> > If you don't predict, the game will feel very unresponsive, since your
> input
> > will have to be acknowledged by the server and sent back before you see
> it
> > happen. The higher your ping, the worse the response time. It works fine
> for
> > single player games but not for fast-paced multiplayer.
> >
> > On 8/15/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> I was thinking though. You can't really predict any driver-input so
> when
> >> the
> >> driver has a higher ping ( like 200) and riding hard, prediction
> wouldn't
> >> really make it better. (for example, the driver stops but due ping the
> >> command gets 200 ms later and the vehicle 'teleports' some units back.
> >>
> >>
> > --
> >
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