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
>>>>>>
>>>>>>
>>>>>> _______________________________________________
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>>>>>> 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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>> please visit:
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>>
>>
>
>
>
> --
> -Tony
>
>
> _______________________________________________
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> please visit:
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>
>

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