Hey guys,
Why almost all mmos are not using physics like ragdoll, cloth, water, snow, smashing particles etc..?
I know all games use physics, but not high level physics like those.
Thanks
From Yaniv
Hey guys,
Why almost all mmos are not using physics like ragdoll, cloth, water, snow, smashing particles etc..?
I know all games use physics, but not high level physics like those.
Thanks
From Yaniv
I suspect the reason mostly lies in the "massive" part of MMO. Massive anything can be technically difficult to achieve; massive high-level physics simulation, I suspect, would be even more difficult.
I suspect the reason mostly lies in the "massive" part of MMO. Massive anything can be technically difficult to achieve; massive high-level physics simulation, I suspect, would be even more difficult.
It's super clear that developing mmo games is a hard challenge, but still the result of high level physics is just better.
I think its more related to the multiplayer part then the massive part..
still I hope to get a detailed answer
I think its more related to the multiplayer part then the massive part..
MMO's usually have some form of client side non-synched physics. A great example is all points bulletin's boxes.
Basically, the game has piles of boxes/trash laying around, that are client side only. You can knock into them + push them around, however, they aren't synchronized, and have no effect outside of showing debris in areas (They don't stop bullets, or impact movement).
Of course, when I first noticed they had physics objects ingame, I immidiately became fascinated as a programmer and tried to play trashcan soccer with a friend, until it got too desynched (2 kicks)
Synchronized physics...The issue is scalability (or the complexity of adding a "Only have X physics objects" option), and reliability. Maybe you click on a body of a fallen enemy to open a loot bag. Now, with ragdoll, it's position needs to actually be simulated by the server (God knows what happens when 3-4 players start making a pile of bodies). Add to that the huge task of actually doing deterministic physics for things like that over a network, and it's just not worth it.
Even if you have great servers, and every client is running top-notch hardware, most people don't have fast enough internet to communicate the information for tons of particles and objects. Perhaps if fiber internet becomes more common in the next decade we will start to see more "synchronized" physics in MMOs.
Even if you have great servers, and every client is running top-notch hardware, most people don't have fast enough internet to communicate the information for tons of particles and objects. Perhaps if fiber internet becomes more common in the next decade we will start to see more "synchronized" physics in MMOs.
You don't synchronise particles by sending them, you just synchronise their start time and seeds . . .
Even if you have great servers, and every client is running top-notch hardware, most people don't have fast enough internet to communicate the information for tons of particles and objects. Perhaps if fiber internet becomes more common in the next decade we will start to see more "synchronized" physics in MMOs.
So lets say I want to make a mmo game for only clients who has:
1) High-end gaming computer system.
2) Internet speed that's over 30mb.
I know its about only 30% of the gamers out there..
but still can it work???
So lets say I want to make a mmo game for only clients who has:Even if you have great servers, and every client is running top-notch hardware, most people don't have fast enough internet to communicate the information for tons of particles and objects. Perhaps if fiber internet becomes more common in the next decade we will start to see more "synchronized" physics in MMOs.
1) High-end gaming computer system.
2) Internet speed that's over 30mb.
I know its about only 30% of the gamers out there..
but still can it work???