09-06-2011, 03:11 AM
(09-04-2011, 08:44 PM)Irritant Wrote:No, I think you missed the point for both of your replies haha(09-03-2011, 10:11 PM)Samual Wrote: We COULD do ragdoll physics within the game itself, but not yet -- Here's basically the problem: In order for us to do ragdoll physics, the client has to know the state of the animation for the player model..
All the client needs to know is what frame of animation death sequences begin on, which of course they do. The ragdoll takes over the animation of the model when those frames occur.
And no, it's really not a big performance hit at all, unless you're doing something wrong.
Firstly, the client cannot edit the skeleton of the model by itself... So even if we wanted to do client side ragdoll animations, we can't right now unless we have client side players (OR unless someone re-writes part of how the CSQC VM works in darkplaces so that it can control SVQC entities locally only, which is a lot of work in and of itself too)... So really, it is not so simple.
Plus, the performance hit was about client side networked players (which is a major re-structure of our code) and how there was a bug in this testing branch which used A LOT of CPU time accidentally, making CSQC players almost unplayable at best. We fixed the bug, now there is no performance issue....
Of course ragdoll feature itself would be practically harmless FPS-wise, the only thing which could be bad is depending on how much we make it detect with collision...