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[1.9.4] [SOLVED] Entity movement lags


Bektor

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Hi,

 

I've got some huge problems with my entity. It just "lags" when moving. So you can see that it moves, stops and then starts moving again.

 

                EntityMy my= (EntityMy ) entity;
                
                double speed = (double)((this.getSize() + my.getSize()) * 5.5f);
                if(distanceSqrt < speed && distanceSqrt > .1d) {
                    this.motionX += -moveX / distanceSqrt / (double) speed * (my.getSize() / 75.d);
                    this.motionY += -moveY / distanceSqrt / (double) speed * (my.getSize() / 75.d);
                    this.motionZ += -moveZ / distanceSqrt / (double) speed * (my.getSize() / 75.d);
                } 

This is the code for the movement. It is part of the moveNearbyEntity() method which handles all movement of surrounding entities and the

entity itself.

 

And in the update method I'm calling this:

        this.moveNearbyEntity();
        if(this.motionX != .0d || this.motionY != .0d || this.motionZ != .0d) {
            this.motionX *= .6d;
            this.motionY *= .6d;
            this.motionZ *= .6d;
            super.moveEntity(this.motionX, this.motionY, this.motionZ);
        }

 

Here is the part where I get the moveXYZ and distanceSqr values:

            double moveX = (this.posX + .5d) - (entity.posX + .5d);
            double moveY = (this.posY + .5d) - (entity.posY + .5d);
            double moveZ = (this.posZ + .5d) - (entity.posZ + .5d);
            
            double distanceSqrt = Math.sqrt(moveX * moveX + moveY * moveY + moveZ * moveZ);

It is done with the entity object and not the my object because it's used for all movement. And modifying the movement of other entities works fine with that code.

 

So what am I doing wrong?

 

Thx in advance.

Bektor

Developer of Primeval Forest.

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Hi,

 

I've got some huge problems with my entity. It just "lags" when moving. So you can see that it moves, stops and then starts moving again.

 

                EntityMy my= (EntityMy ) entity;
                
                double speed = (double)((this.getSize() + my.getSize()) * 5.5f);
                if(distanceSqrt < speed && distanceSqrt > .1d) {
                    this.motionX += -moveX / distanceSqrt / (double) speed * (my.getSize() / 75.d);
                    this.motionY += -moveY / distanceSqrt / (double) speed * (my.getSize() / 75.d);
                    this.motionZ += -moveZ / distanceSqrt / (double) speed * (my.getSize() / 75.d);
                } 

This is the code for the movement. It is part of the moveNearbyEntity() method which handles all movement of surrounding entities and the

entity itself.

 

And in the update method I'm calling this:

        this.moveNearbyEntity();
        if(this.motionX != .0d || this.motionY != .0d || this.motionZ != .0d) {
            this.motionX *= .6d;
            this.motionY *= .6d;
            this.motionZ *= .6d;
            super.moveEntity(this.motionX, this.motionY, this.motionZ);
        }

 

Here is the part where I get the moveXYZ and distanceSqr values:

            double moveX = (this.posX + .5d) - (entity.posX + .5d);
            double moveY = (this.posY + .5d) - (entity.posY + .5d);
            double moveZ = (this.posZ + .5d) - (entity.posZ + .5d);
            
            double distanceSqrt = Math.sqrt(moveX * moveX + moveY * moveY + moveZ * moveZ);

It is done with the entity object and not the my object because it's used for all movement. And modifying the movement of other entities works fine with that code.

 

So what am I doing wrong?

 

Thx in advance.

Bektor

 

Are you performing these operations (setting new motion) on server, on client, or on both? I encountered similar problem, try moving this logic (setting motion) on server.

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If you modify the motion server side then yes, it's gonna be a big jaggy.

But why is it so?

I mean the server has to send the changes to the client and not the client to the server. Then every entity could move in a different direction on a server. So PlayerA sees the Entity moving south while PlayerB sees the entity moving north --> Server should handle entity movement.

 

I mean, it makes no sense....

And even when I do it client side, I still have to send a custom packet to the client which tells that the entity motion should changed.

EDIT: And isn't the movement of other entities in Minecraft also done server-side?

Developer of Primeval Forest.

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Movement is calculated both client side and server side, provided that the mobs are making the same decisions.

 

Why?

 

Because the server is in control, but the update frequency and packet delay results in laggy, disjointed movement.

So it's calculated on the client too for interpolation.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Movement is calculated both client side and server side, provided that the mobs are making the same decisions.

 

Why?

 

Because the server is in control, but the update frequency and packet delay results in laggy, disjointed movement.

So it's calculated on the client too for interpolation.

So what need I to do to get it working correctly on my mod?

Developer of Primeval Forest.

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How does the server know when to apply the motion?

hm, no idea. I just have the onUpdate method and add a value to the motion, then multiply it by .8 and call super.moveEntity().

And add only motion when the boolean in the if statement is true, so when a specific entity is nearby.

Developer of Primeval Forest.

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