Hi guys, I'm using some little spare time to continue my personal quest to understand and expose my progresses about CSQC skeletal animations
but, today, I started weapons.
And I tought: "But, what if, instead of creating weapons in SSQC, I create all weapon code in CSQC and send only the infos that other players need to know (weapon used by player in that moment, origin - angles - velocity of bullets and so on)via SSQC?"
So I started think how to project the whole thing but I couldn't find any piece of code (I read most of all cleancsqc) that switches the connection client/server.
There's a way to create an entity DIRECTLY on CSQC and then send only updates to SSQC? I usually create an entity, I use SendEntity + WriteCoord/Byte/Stuff in SSQC and readcoord/byte/stuff in CSQC but this makes my idea just difficult to realize. I'd like to make physics projectiles that react to physics body!:D
PS: I use FTEQW
Thanks in advance for any input!
CSQC client TO server approach
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CSQC client TO server approach
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: CSQC client TO server approach
I don't think this idea can really work. Quake engines are designed around the concept of the server having the definitive game state, and the clients being mere "viewers" of a particular subset of the game state. If you want better physics, then it needs to be done in the server code (SSQC or actual C code), not in the client code.
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- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: CSQC client TO server approach
thanks andrewj,
mmm..I presumed that.
well, I started yesterday to do some experiments with physics (using "Normal" approach)and it works quite good. I presume that I'll go the SSQC + CSQC (only replicating) way.
Thanks andrewj, I thought that someone tried to reverse the client server architecture in some mod. My mistake
mmm..I presumed that.
Yes, but the problem is that some "advancing techniques" (advanced for quake engines, nowadays are just needed requirements) like compound skeletal animations and ragdolls need CSQC to work.If you want better physics, then it needs to be done in the server code
well, I started yesterday to do some experiments with physics (using "Normal" approach)and it works quite good. I presume that I'll go the SSQC + CSQC (only replicating) way.
Thanks andrewj, I thought that someone tried to reverse the client server architecture in some mod. My mistake
Meadow Fun!! - my first commercial game, made with FTEQW game engine