Hey, I'm noticing that when using server side physics, If I destroy an entity server side, for example... when it hits another entity, the destroy call is not interpolated in the stream, so the entity is destroyed instantly, so the position of the entity on the client may not have reached the collision target.
Is there anyway to make the client interpolate the destroy call at the correct point in the stream?
Interpolate "destroy" calls
- coolbloke1324
- Posts: 181
- Joined: Mon Jan 23, 2012 5:20 pm
Re: Interpolate "destroy" calls
Hey ya that is definitely an oversight. Destroy should be interpolated. I will fix this and get back to you. Won't be until at least tomorrow though.
Re: Interpolate "destroy" calls
Ahh brilliant news, thanks.
No worries, whenever you have the time.
No worries, whenever you have the time.
- coolbloke1324
- Posts: 181
- Joined: Mon Jan 23, 2012 5:20 pm
Re: Interpolate "destroy" calls
Hey ya,
I believe I have now fixed this. My calculations for interpolation of the destroy call might be off though so could you give it a try and let me know? The update is available via the dev branch of the engine.
Cheers!
I believe I have now fixed this. My calculations for interpolation of the destroy call might be off though so could you give it a try and let me know? The update is available via the dev branch of the engine.
Cheers!
Re: Interpolate "destroy" calls
Perfect, it seems to work, as i'd expect.
Also it's got rid of the "received stream data for unknown entity xxxxxxxx" warnings.
Thank you!
Also it's got rid of the "received stream data for unknown entity xxxxxxxx" warnings.
Thank you!
- coolbloke1324
- Posts: 181
- Joined: Mon Jan 23, 2012 5:20 pm
Re: Interpolate "destroy" calls
Wonderful!robaldred wrote:Perfect, it seems to work, as i'd expect.
Also it's got rid of the "received stream data for unknown entity xxxxxxxx" warnings.
Thank you!