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. >>>> >>>> _______________________________________________ >>>> 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 >>> >>> >>> >> >> _______________________________________________ >> 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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