predictive netcode
by Glen Murphy · in Torque Game Engine · 04/27/2003 (5:14 am) · 4 replies
Hi There,
One of the problems one encounters when developing mods for other games is that the predictive netcode is hard-coded to the movements of the default game characters, so as soon as you introduce new movement types, clients receive all sorts of weird artifacts.
In Torque, how is this accounted for, if at all?
One of the problems one encounters when developing mods for other games is that the predictive netcode is hard-coded to the movements of the default game characters, so as soon as you introduce new movement types, clients receive all sorts of weird artifacts.
In Torque, how is this accounted for, if at all?
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#2
(Thanks for the answer, too).
04/27/2003 (2:45 pm)
My question then is 'is this within the scope of the scripting language, or is this handled by the core engine?'(Thanks for the answer, too).
#3
04/30/2003 (9:22 am)
Many of the prediction characteristics are parameterized (like player running acceleration, maximum run speed, etc.), but for a whole new type of object that doesn't fit one of the base engine types (Player, WheeledVehicle, HoverVehicle, FlyingVehicle), you'd need to code your own.
#4
04/30/2003 (9:40 am)
This is within the core engine I would imagine.
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