Info about "rotating wheels"

Info about "rotating wheels"

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daryl
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Joined: 08 Oct 2006, 10:33

Info about "rotating wheels"

Post by daryl »

Hi all,
sorry if I post this question here, probably OT or not...
I would like to know: I modified a simple existing vehicle adding 4 wheels that rotating when vehicle is moving.
Image
The 4 wheels are 4 object that rotating on x axis when the vehicle is moving.

I want to know: This rotation is synchronized with other player when they are playing this same mod?
This Can cause some problems during the play (desync)?
Thx!
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: Info about "rotating wheels"

Post by Kloot »

This rotation is synchronized with other player when they are playing this same mod?
This Can cause some problems during the play (desync)?
Yes and yes.
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Masse
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Joined: 15 Sep 2004, 18:56

Re: Info about "rotating wheels"

Post by Masse »

Kloot wrote:
This rotation is synchronized with other player when they are playing this same mod?
This Can cause some problems during the play (desync)?
Yes and yes.
Why and WHY?! It would be way better if one could determine what piece is synced and what not.
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Pressure Line
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Re: Info about "rotating wheels"

Post by Pressure Line »

unit animations have to be synced because of stuff like aiming animations, which directly affect whether or not a unit can fire at any given point in time, which thusly requires that all of the computers in a game have the same information passed to them at the same time.
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Masse
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Re: Info about "rotating wheels"

Post by Masse »

Pressure Line wrote:unit animations have to be synced because of stuff like aiming animations, which directly affect whether or not a unit can fire at any given point in time, which thusly requires that all of the computers in a game have the same information passed to them at the same time.
I knew that but why can't we just sync what needs to be synced like aiming? And leave rest for the client's. Main reason I stopped playing spring years ago were sync issues and we had allot of them.
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Neddie
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Re: Info about "rotating wheels"

Post by Neddie »

They aren't so much a problem any longer.
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Masse
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Re: Info about "rotating wheels"

Post by Masse »

neddiedrow wrote:They aren't so much a problem any longer.
They will be if I decide to make my own mod with heavy emphasis on animations.
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Peet
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Re: Info about "rotating wheels"

Post by Peet »

Oh dear.
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Neddie
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Re: Info about "rotating wheels"

Post by Neddie »

I'd hope you made a game rather than a mod.
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AF
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Re: Info about "rotating wheels"

Post by AF »

where animations are concerned it is not so much an issue since they will execute the same on every system.

Synced versus unsynced is not something bos/cob can really address though so the lua animation API would be best for that, but so far desyncs are unlikely to occur because of the animation script.

Put simply:
  • Use lua gadgets etc for unsynced and synced logic that would have been formerly implemented in Cob Bos animation scripts
  • Animation is not going to desync unless you factor in system time and other machine dependant factors, most of which have already been stripped out of the lua environment anyway
Last edited by AF on 29 Dec 2009, 13:05, edited 1 time in total.
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daryl
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Re: Info about "rotating wheels"

Post by daryl »

neddiedrow wrote:They aren't so much a problem any longer.
ok..this is comfortable!!..
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Neddie
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Re: Info about "rotating wheels"

Post by Neddie »

I actually thought Masse left because of simulation desyncs causing games to effectively end - I do wish we had a better animation format. So I don't really know, Daryl, so don't feel too comfortable too soon.
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AF
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Re: Info about "rotating wheels"

Post by AF »

erm lua animation scripts....
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Masse
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Re: Info about "rotating wheels"

Post by Masse »

Thanks neddie. Oh yeah you guys don't call these mods anymore. Sorry let's call it a game then. Finally have grown thick enough skin so I think I can do a little something for Spring.

I'll take a look at lua animations when it's time for that, but first I need to get my stuff UV mapped shit I hate that stuff.
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daryl
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Re: Info about "rotating wheels"

Post by daryl »

neddiedrow wrote:I actually thought Masse left because of simulation desyncs causing games to effectively end - I do wish we had a better animation format. So I don't really know, Daryl, so don't feel too comfortable too soon.

ok this is not a problem at the moment. I can do some test.. if this fail, i will follow other way...
:wink:
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Neddie
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Re: Info about "rotating wheels"

Post by Neddie »

If you need some help or testing at some point, there is usually some fraction of me available in lobby in #neddie. I can't remember who has started using lua animations seriously, but you might poke the Meridian or CA people.
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daryl
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Re: Info about "rotating wheels"

Post by daryl »

neddiedrow wrote:If you need some help or testing at some point, there is usually some fraction of me available in lobby in #neddie. I can't remember who has started using lua animations seriously, but you might poke the Meridian or CA people.
ok ok...
when i will finish some part of..this game :) i will contact you..
thx!!!

thx all
Tobi
Spring Developer
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Re: Info about "rotating wheels"

Post by Tobi »

Masse wrote:
Kloot wrote:
This rotation is synchronized with other player when they are playing this same mod?
This Can cause some problems during the play (desync)?
Yes and yes.
Why and WHY?! It would be way better if one could determine what piece is synced and what not.
Why make stuff extra complex when it doesn't need to be?

Why is it better if half the animation is unsynced and half the animation is synced, causing clear visual discrepancies between the two?
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Masse
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Re: Info about "rotating wheels"

Post by Masse »

Tobi wrote:Why is it better if half the animation is unsynced and half the animation is synced, causing clear visual discrepancies between the two?
To me it just sounds illogical when unnecessary animations are synced. Not going to argue more, cause you guys are right and i'm not :)
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