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Re: over the net player animation

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: over the net player animation
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Mon, 31 Jan 2005 13:12:58 -0600
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <8ab1a36e037426da1a0d4ecfacf296c3 at neuropop dot com> <a06200722be241d181249 at [10 dot 10 dot 13 dot 4]> <b4656413864cc8f32567e56f103950e4 at neuropop dot com>
At 12:01 PM -0500 1/31/05, LMSpam at neuropop dot com wrote:

Cool - will try that. My only concern with upping the report rate is overloading my poor server - it's handling the web server, database search functions, streaming audio for artists, AND it's only on a DSL connection.

Yes, that could be a problem. Most likely WILL be a problem. But with the improved algorithm, I think you'll be able to get by with fewer updates.

I'm using Renegades as the basis, so is it safe to assume velocity will be whatever is set in the config file for forward or backward velocity?

No, the config file really only sets the speed, not the velocity. Velocity is both speed and direction. You can get that from GameObj, I believe.

 And rotational velocity is "mCamYawV" in the "ApplyGameControls" method?

Yes.

Best,
- Joe

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