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Vehicle Movement Prediction & Watercraft #9284
06/05/02 20:41
06/05/02 20:41

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Howdy all. I'm new here and would like to solicit a bit of advice if that is ok.

Has anyone had any luck with movement prediction in multiplayer (Internet) games using shared vehicles? As an example, Tribes II had a few vehicles, like the bomber which would support a pilot, gunner, and person stationed at the tail. Even over slow links, the code did a remarkable job of maintaining consistency between all the vehicle occupants. I had originally licensed the Torque engine for this very reason, as our game has a lot of multiplayer vehicles. However, recently I purchased A5 Professional so that I could avoid royalties and restrictions. I was looking into Cipher, NetImmerse, and a few others, but the money saved going with A5 seemed like a great way to free up more funds for tools and development. Our budget is not that impressive.

If anyone has any ideas, success stories, problems, etc, they could share, I would appreciate hearing anything offered. I am currently working on our plan of attack for getting starting with this new engine.

Also, does anyone have code to share, sell, or offer to develop for simulating realistic wave effects for bodies of water? I would like to implement a few watercraft. I'm looking for something similar to the Sea Dogs game. My physics knowledge is somewhat weak, and my staff is mostly artists and creative types. Our time frame is pretty tight, and I'd be happy to license further technology to speed things up.

Thanks,

Nathan Kinsman

Re: Vehicle Movement Prediction & Watercraft #9285
06/07/02 20:55
06/07/02 20:55

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Hrrm.. Noone is doing realistic water or multipassenger multiplayer vehicles? I've been searching the message boards for hours and have not found much...

Well, if anyone is interested in working on this with us and perhaps creating some code snippets for the community, feel free to send me a private message, we might be able to collaborate.

Re: Vehicle Movement Prediction & Watercraft #9286
06/07/02 23:15
06/07/02 23:15
Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA
Nardulus Offline
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Posts: 1,835
Minneapolis, Minnesota, USA
Howdy,

Re: Vehicle Movement Prediction & Watercraft #9287
06/07/02 23:19
06/07/02 23:19
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Cellulaer Offline
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If you are looking for "light" on the programming I'd go with maybe 5 different HMP's and just "morph" between them for ocean type movement.

This script will mesh deform a 33*33 vertex HMP into the shape of a 33*33 vertex MDL or HMP. >>>

http://www.gameresource.de/au/scripts/terra_morph.ZIP

I believe the client/server code in A5 does predictions, have you tried it? Multiplayer articles on gamedev.net. >>>

http://www.gamedev.net/reference/list.asp?categoryid=30


Buy, Sell, & Archive Realtime 3D Content @ RedRock7.com *BETA* A5.5+ Plugin DLLs: GSADO, GSHTTP, GSImgLst, FreeMod, GSFlash, GSPython http://cellulear.slashbang.com/
Re: Vehicle Movement Prediction & Watercraft #9288
06/07/02 23:23
06/07/02 23:23
Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA
Nardulus Offline
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Nardulus  Offline
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Posts: 1,835
Minneapolis, Minnesota, USA
Howdy,
God Damn reply system is screwing with me.

If have been doing vehicle movement for my NASCAR racing game in multi player. Page 130 of the manual states that A5 uses a dead reckoning algorithm. I find this statement to be true.

What I also found was the camera movement code supplied was not good. It created a very Herky Jerky client. I was able to smooth the camera by rewritting that code.

I have been very happy with the movement prediction system that A5 uses.

Realistic waves, I may be able to help there. We created a Game in NDL called "FLW Fishing". I think you cans till buy it at Walmart. We had a great wave creator. I will dig out what we did there and convert it over to A5.

Send me and email and I can see what I can do to help.

Ken Patterson
ken@digcontent.com

Re: Vehicle Movement Prediction & Watercraft #9289
06/08/02 18:18
06/08/02 18:18

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Noah:

I wouldn't have thought of using heightmaps, but that sounds like a great idea to try out. Thanks for the code reference.

For vehicles I have not tested the prediction code. If it is like most games I've tested, one person will think the vehicle is doing one thing, while the next person sees the vehicle doing something completely different. Like driving through a wall perhaps. That is the type of problem I've seen in games other then Tribes 2 so far. But I am hoping Gamestudio will do well with this. I'm working on building a suitable level and converting models now. I'll test it out in a few days.

Nardulus:

I would be interested in anything with real waves. No Walmarts where I am in Australia, but I think they should build a few, the stores here are too small for my American taste. I'll check with the local software stores and see if they have it.

I'll send you an email today. Thanks.

Re: Vehicle Movement Prediction & Watercraft #9290
06/09/02 00:07
06/09/02 00:07

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Here some code and tutorials, I like very much:

Car movement code: (acknex site) "very sophisticated!"
Bill's car move code

Multiplayer tutorials: (download site) "very phantastic!"

Alain's Multiplayer Work Shop I
Alain's Multiplayer Workshop II
Alain's Multiplayer Work Shop III

Re: Vehicle Movement Prediction & Watercraft #9291
06/10/02 04:56
06/10/02 04:56

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Thanks DocJoe, I do love tutorials. [Smile]

Great thing about Gamestudio is all the help that is available to get started quickly.

Re: Vehicle Movement Prediction & Watercraft #9292
06/10/02 22:28
06/10/02 22:28

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Yes. I think if you read Alain's tutorials and you use Bill's code you will be able to make a multiplayer or internet car simulation with some easy steps. I'm sure you will not have more than 5 minutes!
If you are successfull tell us and let's play an easy game!!! Make a zip-file and put it on the acknex side! I think that will be a great pleasure, promotes Alain's and Bill's big, big work and enhances the A5 engine! [Razz] [Wink] [Razz] [Wink] [Cool]


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