HI, someone wrote my name?^^

3Run is right. I updated the values directly. My demo worked on a fixed FPS base(60fps). EVery 3 fps i send new data from the server to the clients.
The clients blended the new position/angle between the next 3 frames to get smooth results. Some kind of problem is the delay on the client, which isnt too significant if the ping is < 100.

The code i used there was initially constructed as my defaultmovementcode(and is). The mechanic is so basic, it can be applied to any xyz and pan/tilt/roll changes of any enty type.

Oh hell...this reminds me on something. Some time ago i posted a signed byte function i designed just for a rewrite of the old system with less traffic grin

Need to investigate this again.

For further questions, just ask laugh

Greets
Rackscha


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development