Thanks for the answer.

But after looking at that solution, I have a few more questions:
Any ideas on how to network an array of structs with their own sendtables ?
I want to network the bullet info struct for each bullets from the server
to the client.

And, instead of creating many client entities, can I just have one, with
multiple models ? I saw I could call the model renderer with model data.

Also, what do you mean Adam by "assigning the sprites your particle
manager"?

On Sun, May 20, 2012 at 1:26 AM, Tony "omega" Sergi <omegal...@gmail.com>wrote:

> 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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