I did something similar to this in Project Valkyrie for all projectiles
that don't need special functionality like seeking.
Essentailly I have a manager that runs on both the client and the server,
which handles the projectiles moving and doing traces for damage etc, and
the client handles the visual representation.
You still have to create a client-side entity for each projectile if you
want to display a model though.

Additionally, I have a system in the gamerules that networks a projectile
index to keep them in sync; Every projectile when it's created is then
assigned the same ID ( ie: when a client projectile is created in
prediction, it gets the new ID from the networked gamerules list) which the
server also pulls from. Eventually this number gets cycled back down.
Then when the client receives an event from the server saying the
projectile has impacted, it has an ID so that it knows which one to
terminate.

This system works really well, and if you're not using a lot of model based
projectiles, or insane particle effects, it's capable to have thousands of
projectiles active without any major perf hit.
Unfortunately, in Valkyrie, some of the effects are a little heavy, and due
to the development time taken, they were never really optimized, so
Valkyrie still hits a rendering bottleneck with them.

I had done another test for simulating just "bullets" (only the impact
rendering, and occasionally a tracer if desired) for a properly simulated
ballistic system, it worked quite well, but I never rolled it out into any
production environment, as nothing I have ever worked on has really needed
it. It still has some issues with losing synchronization over drastic angle
changes, but it performs extremely well.
-Tony


On Sun, May 20, 2012 at 1:35 PM, Psy_Commando <psycomma...@gmail.com> wrote:

> Hello, I was wondering if it was possible to use the technique the
> left4dead devs used for the infected, to handle non hitscan bullets ?
> The technique I'm talking about was referenced in an article on the vdc :
> "If you're creating lots of individual objects all the time, consider
> rolling them all into a single manager entity. This is how Left 4 Dead
> handles huge numbers of infected: they are all "finger puppets" of the
> director."(https://developer.valvesoftware.com/wiki/Entity_limit )
>
> Essentially I'd want to create simple "entities" for each bullets and have
> them handled by a manager entity. But I was also wondering how to get the
> simple entities to transmit to the client, along with their data ?
>
> The main reason I want to do this is because I have a lot of sprite based
> projectiles to handle.
>
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>


-- 
-Tony
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