Smooth Movement – Object Manager and minor fix

In this video I needed to fix a small issue from changing User to CObject. After that I decided to take the time to modify our code to use an ObjectManager rather than GameObject.Find() which will help with speed when we have a scene full of objects. Read the rest…

Smooth Movement – Client Side movement change

In this video we rearrange how the client side movement is handled in order to allow “tapping” movement as well as fixing the constant movement after movement has begun. Read the rest…

In this video we take a look at fixing up StopMove and getting our position passed to the physics module so our characters start when they logged out. After that we write in the code necessary to extrapolate a characters position from the last known position the server sent.

Now that we have wrapped up this module, we will begin looking at moving to BEPU physics. ‘Till Then! Read the rest…

In this video we get the client side set up for smooth movement. It isn’t much code but it is a pretty big request to smooth out that movement even when working with fast pings because we are only getting an update 10 times a second.

Towards the end when I test the server, I find the same problems reported in the forum with Position always starting at 0,0,0 and StopMove breaking. I will be fixing both of these in the next video along with adding in the dead reckoning code to extrapolate the client position when an update doesn’t come in fast enough. Read the rest…