Nice. I wonder what other tricks you mean, it sounds pretty interesting :) Anyways, here's the code I forgot to post in my last mail : http://pastebin.com/dcpppD3b
Its called in the PostRender() method of the game system. On Tue, May 22, 2012 at 9:26 PM, Tony "omega" Sergi <omegal...@gmail.com>wrote: > http://youtu.be/Zl1K4Ep9jVg > That was mine. I'm sure i have the code laying around somewhere. > Also, I did an alien swarm implementation as well, i'll look around for > it, if need be. > After thinking about this, I want to revise the whole thing some more with > some other tricks that I've learned over the past 2 years :-> > > > > On Wed, May 23, 2012 at 6:13 AM, Psy_Commando <psycomma...@gmail.com>wrote: > >> 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 >>> >>> >>> >> >> _______________________________________________ >> 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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