RE: [GD-General] physics and networking
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From: Corrinne Y. <cor...@el...> - 2002-08-20 23:54:20
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> The bookkeeping isn't bad for simple player position, rotation, etc. But > chains of complex physics reaction becomes quite a pain of the neck to > be maintained and received from a "remote" arbitrator all the time. :( > It easily "doubles" the code to type to have the server minds itself > with so many complex collisions arbitrations. :( -- I wonder what most of you decide to do in your code regarding physics chain reactions of moving objects. -- Does server arbitrate all large to small physics, which rock or which object gets pushed or bounced or rag-dolled to which positions? -- Player positions rotation, even player opening doors, isn't such a big deal. Player motion that causes motion and position changes on a chain of other objects is a big deal. -- In a perfect world, every position of every object that moves must be arbitrated by server. Any object that has the potential of blocking or bouncing or twirling or pushing another object which eventually blocks a player must be centrally arbitrated. -- In the non-perfect world, the number of arbitrating entities becomes really large the more an application displays physics-ness in the world. Do all of you really arbitrate and (continually) broadcast all these moving dynamic objects big and small 's absolute positions and not client predict them at all? -- Or do you client predict some and "backtrack" when the server disagrees with the prediction? What are your backtrack methods if you do client predict. -- I gratefully await your experience in these areas. |