-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 the other day i was reading about how the Unreal engine works, they have the client predicting the physics and sending control events tot he server. During a lag spike the client continues to simulate the motion by itself, and then whent he server starts talking again the server sends the position, speed, rotation etc of stuff and the client adjusts it's local simulation to match
On 19/2/2010 22:48, Lawson English wrote: > > > There's been some talk of client-side physics being extended. > Obviously, once you start doing that, the sim has less and less control > over what goes on. The ultimate form would be p2p-ish physics where the > sim doesn't participate at all in anything but sending geometry updates > and all calculations are shared between clients, either in a cobalt > fashion, or using a separate physics server (or hybrid). > > > > Lawson > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting privileges > -----BEGIN PGP SIGNATURE----- Version: GnuPG v2.0.12 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAkuCSs0ACgkQ8ZFfSrFHsmWijwCggPXvBR2irNWxIZv6sqlrjtop lQkAn0cLUUQJkf3E6GR7wI4HxDlPO5Ht =se9S -----END PGP SIGNATURE----- _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges