Characters sliding
by Bao Tram · in Torque Game Engine · 03/16/2006 (10:59 pm) · 5 replies
Hi,
i have posted this Q arleady in the general discussion, thought it might be better to post here again...i have a major issue, and thats a big concern here...
working on a game, where in there are atleast 15-20 players at any point of time on the screen, and whenever there are that many players in the game (irrespective of them being on the screen or off the screen), the player movement is jerky. it seems like the player has missed a some intermediate "move to points", infact i tried adding abt 20 players in the FPS starter kit, and apparently saw this problem even there...is this a problem with TGE itself? oen of the responses that i got earlier suggested that the packetUpdate is not updated as often, adn that might be causinga problem...
thought its a problem with the render, but then again, the camera moves smoothly, and the profiled values cam out clean...
anybody can suggest a fix to this? and that would be gr8.
Thx.
i have posted this Q arleady in the general discussion, thought it might be better to post here again...i have a major issue, and thats a big concern here...
working on a game, where in there are atleast 15-20 players at any point of time on the screen, and whenever there are that many players in the game (irrespective of them being on the screen or off the screen), the player movement is jerky. it seems like the player has missed a some intermediate "move to points", infact i tried adding abt 20 players in the FPS starter kit, and apparently saw this problem even there...is this a problem with TGE itself? oen of the responses that i got earlier suggested that the packetUpdate is not updated as often, adn that might be causinga problem...
thought its a problem with the render, but then again, the camera moves smoothly, and the profiled values cam out clean...
anybody can suggest a fix to this? and that would be gr8.
Thx.
#2
i use both, release and debug, and this happens in release mode...i don't think i need to tell how my debug version really looks like ;-),
i will chk out the resource u suggested however, one thing that i'd want to make clear is that, the game i faced the problem initially, the one iam working happens to have no clients at all...only a server, and a local client, thats myself joining the game...and all other players...about 20 are created...and as and when others join the game, they are given these already created players...
so is it still possible that the problem could be due the packets missing at the client's end?
- Ravi
03/18/2006 (12:15 am)
Thx Eric,i use both, release and debug, and this happens in release mode...i don't think i need to tell how my debug version really looks like ;-),
i will chk out the resource u suggested however, one thing that i'd want to make clear is that, the game i faced the problem initially, the one iam working happens to have no clients at all...only a server, and a local client, thats myself joining the game...and all other players...about 20 are created...and as and when others join the game, they are given these already created players...
so is it still possible that the problem could be due the packets missing at the client's end?
- Ravi
#3
i use both, release and debug, and this happens in release mode...i don't think i need to tell how my debug version really looks like ;-),
i will chk out the resource u suggested however, one thing that i'd want to make clear is that, the game i faced the problem initially, the one iam working happens to have no clients at all...only a server, and a local client, thats myself joining the game...and all other players...about 20 are created...and as and when others join the game, they are given these already created players...
so is it still possible that the problem could be due the packets missing at the client's end?
- Ravi
03/18/2006 (1:08 am)
Thx Eric,i use both, release and debug, and this happens in release mode...i don't think i need to tell how my debug version really looks like ;-),
i will chk out the resource u suggested however, one thing that i'd want to make clear is that, the game i faced the problem initially, the one iam working happens to have no clients at all...only a server, and a local client, thats myself joining the game...and all other players...about 20 are created...and as and when others join the game, they are given these already created players...
so is it still possible that the problem could be due the packets missing at the client's end?
- Ravi
#4
So yes - it could still very well be your problem.
- Eric
03/18/2006 (7:37 am)
From my original post:Quote:
The problem described affects both local and non-local connections.
So yes - it could still very well be your problem.
- Eric
#5
thx again,
- Ravi.
03/19/2006 (11:02 pm)
Seems to work like a charm...great resource i would say :-), i guess that was one thing i never looked at :-pthx again,
- Ravi.
Torque 3D Owner Eric Roberts
Check this resource out. The title is misleading, but it also solves some other problems. The problem described affects both local and non-local connections.
The sliding could be explained by a lack of packets being able to get sent through which would force the client to interpolate over multiple ticks. The more ticks missed, the more sliding.
And as a last precautions (even though you said everything else was running smooth) you might wanna try running it in a release build (if it isn't already).
- Eric