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> Subject: Re: [hlcoders] IPhysicsObject, client-side
>
> --
> [ Picked text/plain from multipart/alternative ]
> this problem probably explains why player-physics interactions are so
> jittery...the client should get the velocity networked to them and simulate
> it
&g
: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] IPhysicsObject, client-side
--
[ Picked text/plain from multipart/alternative ]
this problem probably explains why player-physics interactions are so
jittery...the client should get the velocity networked to them and simulate
it
On 12/20/05, John
--
[ Picked text/plain from multipart/alternative ]
this problem probably explains why player-physics interactions are so
jittery...the client should get the velocity networked to them and simulate
it
On 12/20/05, John Sheu <[EMAIL PROTECTED]> wrote:
>
> I'm having some trouble trying to grab the
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