Finally got it to work, the server part at least. For some obscure reasons,
my manager entity spawns only on the server, the client-side part doesn't
spawn at all, even if I create it with CBaseEntity::Create ...


On Sun, May 20, 2012 at 9:29 PM, Tony "omega" Sergi <omegal...@gmail.com>wrote:

> The point of this system is so that you DON'T have to network anything.
> You don't create an entity, and you don't network any information.
> If you start doing that, you might as well just make entities, and do it
> the same as usual, as you then lose the whole point.
>
> In theory, you could just make one entity for using the render handle, it
> just becomes messy to maintain, but I had thought of doing the same thing.
> -Tony
>
>
>
> On Mon, May 21, 2012 at 9:44 AM, Psy_Commando <psycomma...@gmail.com>wrote:
>
>> 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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>>>
>>>
>>
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>>
>
>
> --
> -Tony
>
>
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