Search found 5 matches
- Sun Mar 31, 2013 8:26 pm
- Forum: Questions and Help
- Topic: Freezing a character controller/body for individual updates
- Replies: 4
- Views: 5785
Re: Freezing a character controller/body for individual upda
Thanks for the explanation, disabling the horizontal motion constraint fixes my problem. It obviously adds a small velocity to the already zeroed velocity to give me the slight movement I was seeing. I will need to keep the vertical constraint updating to allow the characters to be pushed up correct...
- Sun Mar 31, 2013 5:51 pm
- Forum: Questions and Help
- Topic: Freezing a character controller/body for individual updates
- Replies: 4
- Views: 5785
Re: Freezing a character controller/body for individual upda
Wow thanks for the detailed reply. The character update happens on the server every few frames or so, and it occurs before the rest of the dynamic objects get updated, so I would have thought the initial character update would resolve all collisions and stop any further movement on the updates when ...
- Sun Mar 31, 2013 3:06 pm
- Forum: Questions and Help
- Topic: Freezing a character controller/body for individual updates
- Replies: 4
- Views: 5785
Freezing a character controller/body for individual updates
Hi, So I am implementing a client server networked fps and my solution for client side prediction involves freezing all other players while processing the current input on the server. I have it working so that players will not move during an update if I take these steps: 1. make entity kinematic 2. ...
- Fri Mar 01, 2013 4:36 pm
- Forum: Questions and Help
- Topic: Saving entity states for networked physics
- Replies: 2
- Views: 2741
Re: Saving entity states for networked physics
Thanks a lot for the help. The positionLocalOffset was indeed the problem and all is fine now!
- Thu Feb 28, 2013 2:08 pm
- Forum: Questions and Help
- Topic: Saving entity states for networked physics
- Replies: 2
- Views: 2741
Saving entity states for networked physics
Hi all, I am currently working on a networked FPS and have run into some problems while implementing client side prediction. Essentially, my clients send input to the server, and at the same time execute the input themselves. The server receives the input, performs the same move code and then sends ...