I find this code of yours to be quite interesting is there any chance we could get a copy or sample of how to recreate?
On Mon, May 28, 2012 at 4:02 AM, Tony "omega" Sergi <omegal...@gmail.com> wrote: > I only create a client entity when it needs an effect. If it doesn't need to > render a particle or a model, it doesn't create one. > > > > On Mon, May 28, 2012 at 7:40 AM, Psy_Commando <psycomma...@gmail.com> wrote: >> >> Just to add to this, I found out that Tony's suggestion of using >> clientside only entities on the client to represent visually bullets, is the >> most viable. Since with the non-entity clientside bullets, you can't attach >> an effect, or have it follow the projectile... Or at least you can't with >> the new particle system. >> >> Here's the final result : >> http://www.youtube.com/watch?v=xbeM9sg0DX0 >> >> >> On Tue, May 22, 2012 at 10:25 PM, Psy_Commando <psycomma...@gmail.com> >> wrote: >>> >>> 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 >>>> >>>> >>> >> >> >> _______________________________________________ >> 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