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.
>>>>>>>>
>>>>>>>> _______________________________________________
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>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> -Tony
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
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>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
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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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>> please visit:
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>>
>>
>
>
> --
> -Tony
>
>
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> please visit:
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