I remember Valve said Havok doesn't want their code opened in the SDK at all, so I doubt Valve wants to start opening anything up in the VPhysics interface to get the functionality you want.
I chose client-side vehicles because it's the fastest solution. You just move the vehicle code client-side, add some checks on the server, and you're done. If you really want client-side prediction of vehicles, you could code your own physics. That's what I did for aircraft. It's not as hard as you would think, but that's time that could be spent elsewhere. The bigger disadvantage is that the load still exists on the server. Once you start running out of cpu cycles with higher player counts, you'll start thinking about moving stuff to the client and appreciate client-side vehicles. What caused you to bring this topic up? Are you redoing your spacecraft movement? I thought you had prediction, albeit not a very elegant solution programmatically, but if it's not broken, why fix it? John Sheu wrote:
I've come to the conclusion, finally, that the Source engine in its present form does not do multiplayer vehicles well.
> ... >
As far as I know, in the land of predicted multiplayer Source vehicles, Krenzo went with client-side authoritative vehicle physics for Empiresmod (with some server-side checking). HLRally gave up. I'll see what Eternal-Silence can come up with. -John Sheu _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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