Hello, Although I've thrown together a few small client/server programs, I haven't really developed a large-scale project involving networking. My current project is an MMO/FPS hybrid with a fast movement system similar to Quake 3, Warsow, HL2:CTF, etc. Bullet Physics have already been implemented into my engine, and integrate with OSG well. However I'm rather concerned about the manner in which I should handle client/server physics prediction and interpolation (if any) over the network. For example, there are two 'modes' to my engine such that standard MMO interaction in the world is handled like many other MMOs--there is a great deal of latency as many characters and enemies are shared among clients. However, in certain areas of my game world, there are 'deathmatch zones', such that players in this zone interact on a level closer to standard arena-style games such as Quake 3. Missions in the game world are handled in a similar manner; all players in a party see an instance of the world with only the information that is necessary for that mission. (Think of co-op in a single-player game, but sharing the level geometry with an MMO world) As you can see, it might be best to apply multiple client/server models to this problem.
Nevertheless, I'm most concerned about the real-time portions of this game (deathmatch zones and co-op play for missions). I'm not too worried about client/server synchronization when the character is simply exploring the world, as there would be no advantage to a cheating player. Only in the Co-op and deathmatch areas, would client/server synchronization be necessary to ensure consistency between clients. This is just as much an issue with OSG as it is with Bullet, as I'm mostly concerned about a certain degree of consistency in visual representation of the world state across clients. >From what I understand, OSG has mostly been used for multi-client setups over LAN for visualization of particularly large or detailed scenes. Might anyone have experience with networking and interpolation integration with OSG? Are there any existing protocols or examples implemented or integrated with OSG to handle interpolation for both high and low latency scenarios? Any recommendations or help will be greatly appreciated, Dusten
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