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. >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > > -- > -Tony > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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