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Clientside entities

Open Admer456 opened this issue 3 years ago • 0 comments

Think about this for a second. Does the server really need to keep track of all those little environmental details, such as when you walk on a bridge, you hear creaking of the wooden planks below you, or maybe you see a nice steam effect comprised out of a series of sprites?

Those things waste network bandwidth and use edict slots. A clientside entity system would be amazing for this type of thing, especially if it could support triggering as well. This links to #11 where vegetation could also be a use case for this system.

So, basically, clientside entities would be much more primitive compared to game entities, with mostly the following properties:

  • origin
  • angles
  • scale
  • name
  • className
  • target
  • nextThink
  • modelIndex
  • model
  • sequence
  • framerate
  • controller
  • renderMode
  • renderAmount
  • constantLight
  • constantGlow

Note: clientside ents wouldn't necessarily be the same as cl_entity_t, as that is very often an entity coming from the server to the client.

The foundation for this may get implemented in 0.5.0 or 0.6.0

Admer456 avatar Oct 13 '20 21:10 Admer456