Woops, thanks, I didn't think about that ..
Anyways, I converted it to an AutoGameSystemPerFrame, and it works. The
only think left to fix is the bullets appearing in weird places, with weird
sizes. :
http://www.youtube.com/watch?v=xFKhODC1j34
Its the blue wireframe mesh, that appears behind the player..

Here's my rendering code, Its all bits from the C_BaseAnimating code. I
suspect its my transform that's wrong, because I don't really know what
that matrix is supposed to contain..

On Tue, May 22, 2012 at 4:34 AM, Tony "omega" Sergi <omegal...@gmail.com>wrote:

> .. 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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>>>>>> archives, please visit:
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>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> -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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>>>> please visit:
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>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> -Tony
>>>
>>>
>>> _______________________________________________
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>>> please visit:
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>>>
>>>
>>>
>>
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>>
>>
>
>
> --
> -Tony
>
>
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> please visit:
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