I've recently tried to tackle adding prediction to vehicles and wound up finding it was a more difficult task than I realized. I've heard the issue discussed several times before so I'm hoping someone has accomplished it by now and can provide some wisdom on my problem.
I ported the four wheel server side physics code to the client and its creation within the vehicle's spawn to where everything seems to be identical on the client, all wheels get posed correctly and the vehicle physics object gets control inputs and responds. My problem is that the client side physics vehicle doesn't respond very closely to the server side physics of the vehicle at all. After driving for even just a few seconds the client and server positions of the vehicle physics object get very mismatched. I tried sending all of the control inputs to the client and use those to input into the vehicle physics after every packet update which helped somewhat. The absolute origin of the vehicle entity and the position of the physics object don't match up at all. I assumed that I would need to put the physics object's position or maybe even more info about it in the prediction table so that it gets saved and reverted with every update, but I'm not exactly sure how to do that since the interface to it is limited. Even if I did do that, what good is predicting the vehicle if it's not going to be a very accurate prediction at all? Am I even on the right track? I was thinking maybe even predicting the physics is overkill, and I should just predict the vehicle continuing on a straight path between updates with little to no input. Is there any sort of article out there explaining prediction in depth? I'd appreciate any advice at all. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

