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.
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>>>
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>>
>
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-- 

Thanks,
 - Saul.

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