Network jitter
by Pigck · in Technical Issues · 02/25/2005 (2:29 pm) · 6 replies
Hi,
I want to introduce jitter in torque FPS game. Any suggestion? Thanks!
I want to introduce jitter in torque FPS game. Any suggestion? Thanks!
#2
02/26/2005 (9:06 am)
Heh usually you want to get rid of jitter.
#3
02/26/2005 (9:08 am)
Are you looking for a camera shaking kind of thing? If so last time I looked Torque supports that. Unless it has been removed. I haven't played with the camera shake since Torque 1.1 I think. I'm not at my source right now so I couldn't tell you.
#4
02/27/2005 (4:27 am)
Yes I want jitter. I am trying to analysis how the jitter effect on online FPS game. If you guys can help me, that will be great.
#5
Next, figure out how to send the trigger across the network based on proximity to the camera shake effect.
It's the poor man's way to do it, but it can be extremely effective whether you're using real film or creating a game. There's actual algorithms that you can use to implement camera shake that look a lot better, but I was giving you a very simple way to do it.
02/27/2005 (9:10 am)
Camera, right? Well, first figure out how to use the existing camera resources to create the jitter (usually instantly moving the camera between ten points quickly and adding motion blur and rotation to each point will crete a somewhat believable effect depending on the explosion rate. The points aren't that far from the original camera point, though. You want to keep a similar field-of-view with something as a reference point to blur and "shake" from the point movement.Next, figure out how to send the trigger across the network based on proximity to the camera shake effect.
It's the poor man's way to do it, but it can be extremely effective whether you're using real film or creating a game. There's actual algorithms that you can use to implement camera shake that look a lot better, but I was giving you a very simple way to do it.
#6
03/09/2005 (5:19 am)
Check out mSimulatedPing attribute and the checkPacketSend method in netconnection.cc..i would vary that value according to the appropriate jitter value on each tick, thus simulating jitter!
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