-- [ Picked text/plain from multipart/alternative ] We are attempting to rewrite our prediction code in order to make collisions less crazy. We might just drop the idea at this point. As for custom physics, this is the implementation we currently have, however there is no way to trace a collideable at arbitrary angles, so its not possible to get accurate collisions without using VPhysics. So while we can write our own fully custom physics, we can't write any sort of predictable collision algorithm without making the space ships bounding boxes.
On 1/12/07, Justin Krenz <[EMAIL PROTECTED]> wrote: > > I remember Valve said Havok doesn't want their code opened in the SDK at > all, so I doubt Valve wants to start opening anything up in the VPhysics > interface to get the functionality you want. > > I chose client-side vehicles because it's the fastest solution. You > just move the vehicle code client-side, add some checks on the server, > and you're done. If you really want client-side prediction of vehicles, > you could code your own physics. That's what I did for aircraft. It's > not as hard as you would think, but that's time that could be spent > elsewhere. The bigger disadvantage is that the load still exists on the > server. Once you start running out of cpu cycles with higher player > counts, you'll start thinking about moving stuff to the client and > appreciate client-side vehicles. > > What caused you to bring this topic up? Are you redoing your spacecraft > movement? I thought you had prediction, albeit not a very elegant > solution programmatically, but if it's not broken, why fix it? > > John Sheu wrote: > > I've come to the conclusion, finally, that the Source engine in its > present > > form does not do multiplayer vehicles well. > > > > ... > > > > As far as I know, in the land of predicted multiplayer Source vehicles, > Krenzo > > went with client-side authoritative vehicle physics for Empiresmod (with > some > > server-side checking). HLRally gave up. I'll see what Eternal-Silence > can > > come up with. > > > > -John Sheu > > > > _______________________________________________ > > 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

