YES! THAT'S ME! omgomgomgomgomg. Wait till I tell my girlfriends who
came by the say hi!

On Sunday, January 24, 2010, Minh <minh...@telus.net> wrote:
> Saul Rennison ?!?! THE Saul Rennison ?!? The Saul that posts on HLCoders?
>
> /me takes a cold shower
>
> Saul Rennison wrote:
>> Minh Le? THE Minh Le? :O The original creator of CS?
>>
>> On Sunday, January 24, 2010, Minh <minh...@telus.net> wrote:
>>
>>> Yea, that's definitely an issue.. but if the server did some checks on
>>> his end, the server can see if the updates were "valid" or not and
>>> basically just ignore the invalid updates or do something accordingly.
>>> Like if the client sent an update that he was at position X, and then
>>> half a second later, he is at position Y (which is like halfway across
>>> the map), that could raise a red flag.
>>>
>>> Client side physics objects are interpolated.. other players are
>>> interpolated..
>>> are you sure server side physics objects are interpolated?  God, I gotta
>>> go install hl2dm and play with the gravity gun...
>>>
>>> Saul Rennison wrote:
>>>
>>>> All objects are interpolated I think... the problem is the client
>>>> could send bogus origins and result in hacking. Never trust the
>>>> client!
>>>>
>>>> On Sunday, January 24, 2010, Minh <minh...@telus.net> wrote:
>>>>
>>>>
>>>>> We actually managed to do a vehicle implementation that made the
>>>>> controls strictly client authorative. Basically, the driver of the
>>>>> vehicle gets his own vphysics object created and he controls it on his
>>>>> client machine, and passes the origin and angles to the server.
>>>>> The server then passes that info to the rest of the clients.
>>>>>
>>>>>     The result is perfectly lag free controls for the driver. The only
>>>>> hitch is, since the client is the one actually moving the vehicle,
>>>>> vehicle collisions become a problem. In our first implementation, when a
>>>>> vehicle ran into another vehicle, it would stop dead in its tracks.
>>>>> There was no collision forces being imparted on either vehicle. We
>>>>> managed to come up with a hacky method to fix this but it didn't result
>>>>> in the most realistic collisions.
>>>>>
>>>>>     Another problem we encountered was that there was no interpolation
>>>>> going on for the other players, so when they saw the vehicle moving, it
>>>>> wasn't smooth. I'm not sure if this is a problem inherent in the Source
>>>>> SDK though.
>>>>> When you take a server side physics object, and throw it, do all the
>>>>> clients see it move in a smooth fashion? The object's position is
>>>>> getting sent to each client at about 10 updates/sec (in a best case
>>>>> scenario). There is no interpolation going on between each update, so
>>>>> the object would exhibit a slight jerkiness. Maybe we broke something in
>>>>> our code but I think this is something the SDK didn't do properly
>>>>> (interpolate server-side vphysics objects).
>>>>> I think I need to go play HL2DM and throw a toilet around...
>>>>>
>>>>>
>>>>> Matt Hoffman wrote:
>>>>>
>>>>>
>>>>>> I take it that it would be a lot of work and take a skilled programmer to
>>>>>> re-write prediction for the vehicles to put more of it client-side?
>>>>>>
>>>>>> On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris
>>>>>> <char...@resrchnet.com>wrote:
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>> Here is a page which has needed fixes:
>>>>>>> http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes
>>>>>>>
>>>>>>> It fixes vehicle view jitter, but there is no true prediction because 
>>>>>>> the
>>>>>>> vehicle movement logic only occurs on the server. So in a high latency
>>>>>>> situation players will experience the vehicle taking some time to 
>>>>>>> respond
>>>>>>> to
>>>>>>> input.
>>>>>>>
>>>>>>> Chris
>>_______________________________________________
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-- 

Thanks,
 - Saul.

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