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…

In this video we wrap up the Physics and Physics Export modules by handling the export of trees painted onto the Unity3d terrain. We also take a look at sleeping the threads used by the background handlers to keep them from overrunning the CPU when running the physics and Player Movement. Read the rest…

Physics Export Module – Exporting our Colliders

In this video we flesh out the actual export and explain why and how we export each piece for when we get to the Bullet Physics code on the server side. Read the rest…

Physics Export Module – Prepping Unity3d

In this video we get Unity3d setup and ready to go with our editor code and some new files in Complex Server Common. We get all the way to the point where we are ready to actually build our serialized files. Read the rest…

Physics Module – Movement!

In this video we get working movement! We handle the PlayerMovement object on the server and push it to our physics engine where it moves our character around! With this we are finished with our Physics Module. There will be a later module on movement smoothing, but for now we are going to turn our attention toward Stats and NPCs. Read the rest…

In this video we tackle the code to get our MovementController done. After we are sending our player data to the server, we create the code that will go into our User prefab to handle player movement as keys are being pressed. This gets us where we need to be with the client code and prepares us to move over to the server code where we will wrap up the physics module. Read the rest…

In this video we take a look at handling the DeleteObject message coming from the server when a player leaves the user’s KnownObjectList. This occurs any time a player logs off or moves out of range. We then turn our attention toward movement. We begin by building a helper class, initially called Player and later renamed to User. This class will help us keep track of what kind of movement the user is attempting to make, whether its walking, ducking, running, strafing. After that we flesh out the basics of our MovementController which is just an extension of the partial InGameController we already have created. Read the rest…