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