.. Make an AutoGameSystem.

On Tue, May 22, 2012 at 2:17 PM, Psy_Commando <psycomma...@gmail.com> wrote:

> 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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>>
>
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-- 
-Tony
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