Physics and Networking (Prediction)
I want to write a networked (Client-Server) action game that utilizes the Open Dynamics Engine (ODE). A first (strictly Singleplayer) techdemo is done and I´m now trying to implement network support. However, I have difficulties to come up with an architecture that incorporates the physics. How would prediction work with the ODE part? Should every Client run his own physics or should they only run on the server, with the clients using a customary prediction system?
Depends on the action!
Interactions on critical objects (crates that can be stood on or pushed for example) should probably be done on the server and synchronised from there.
Interactions on non-critical objects (like corpses, maybe the water layer) should be done on the client to save synchronising non-important objects.
This seems to make sense to me.
So for an architecture, I'd start classifying game entities as critical or non critical and work from there.
Interactions on critical objects (crates that can be stood on or pushed for example) should probably be done on the server and synchronised from there.
Interactions on non-critical objects (like corpses, maybe the water layer) should be done on the client to save synchronising non-important objects.
This seems to make sense to me.
So for an architecture, I'd start classifying game entities as critical or non critical and work from there.
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