All objects are interpolated I think... the problem is the client could send bogus origins and result in hacking. Never trust the client!
On Sunday, January 24, 2010, Minh <[email protected]> wrote: > We actually managed to do a vehicle implementation that made the > controls strictly client authorative. Basically, the driver of the > vehicle gets his own vphysics object created and he controls it on his > client machine, and passes the origin and angles to the server. > The server then passes that info to the rest of the clients. > > The result is perfectly lag free controls for the driver. The only > hitch is, since the client is the one actually moving the vehicle, > vehicle collisions become a problem. In our first implementation, when a > vehicle ran into another vehicle, it would stop dead in its tracks. > There was no collision forces being imparted on either vehicle. We > managed to come up with a hacky method to fix this but it didn't result > in the most realistic collisions. > > Another problem we encountered was that there was no interpolation > going on for the other players, so when they saw the vehicle moving, it > wasn't smooth. I'm not sure if this is a problem inherent in the Source > SDK though. > When you take a server side physics object, and throw it, do all the > clients see it move in a smooth fashion? The object's position is > getting sent to each client at about 10 updates/sec (in a best case > scenario). There is no interpolation going on between each update, so > the object would exhibit a slight jerkiness. Maybe we broke something in > our code but I think this is something the SDK didn't do properly > (interpolate server-side vphysics objects). > I think I need to go play HL2DM and throw a toilet around... > > > Matt Hoffman wrote: >> I take it that it would be a lot of work and take a skilled programmer to >> re-write prediction for the vehicles to put more of it client-side? >> >> On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris >> <[email protected]>wrote: >> >> >>> Here is a page which has needed fixes: >>> http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes >>> >>> It fixes vehicle view jitter, but there is no true prediction because the >>> vehicle movement logic only occurs on the server. So in a high latency >>> situation players will experience the vehicle taking some time to respond >>> to >>> input. >>> >>> Chris >>> >>> -----Original Message----- >>> From: [email protected] >>> [mailto:[email protected]] On Behalf Of Chief Whosm >>> Sent: Saturday, January 23, 2010 5:04 PM >>> To: [email protected] >>> Subject: [hlcoders] Vehicle View Judder >>> >>> Hi, >>> Whenever you use vehicles in hl2mp, the view in them is all out of >>> synch, "ghosting/juddering" are the best terms I can think of. >>> Now I originally wasn't going to ask this because in ShadowSource it >>> wasn't *too* bad, it jumped around but it was *just* bearable. However >>> todays test game had vehicles in, and while we have changed no code related >>> to either views, cameras or vehicles - the view judder was awful. It was >>> like the advisor barn scene where your screen is shaken everywhere, and it >>> really was terrible to look at (and very hard to drive as you couldnt judge >>> very easily which direction was forward). >>> So I'm wondering if anyone knows how to sort this so the camera is >>> properly locked and doesn't bounce around so much in vehicles. >>> >>> Thanks, >>> Chief. >>> _______________________________________________ >>> 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 >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Thanks, - Saul. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

