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