Noone has done it??

On 6/30/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> 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.
>
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--
=============================
<SB> Childe Roland
"I will show you fear in a handful of jellybeans."

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