oops, seems i pressed the wrong button when needed to stop writing that 
message last evening - the plan was to postpone it then and finish later,
but apparently the draft was sent .. oh well, now i don't have to edit but 
you suffered the mess already and i can just try to add the last comments 
:p

On Tue, 18 Dec 2007, Toni Alatalo wrote:
> On Tuesday 18 December 2007 21:42:13 Jan Ciger wrote:
> however, even if/when checks are done on the server,
> it may be necessary for the clients to calculate too,
> to e.g. be able to show effects like that explosion you mentioned
> detailed and quickly enough. of course often this can be just
> a visual effect, and not a physics calculation, and then it is not crucial for

and perhaps more importantly, it is good for the client to calculate the 
physics too, at least for the own character / ship / whatever, so that the 
collisions are not laggy .. i am actually kind of curious how far you can 
go with the so-called 'client side prediction', collegues are now 
implementing it for a (to-be opensourced) thing that enables mmorpg like 
things. in that 'prediction' idea clients can then correct things based on 
the messages from server, when the prediction went a bit wrong or 
something, but at least it should work perfectly with walking to walls 
etc. (static geom).

> then again, in one arcade style / action game we are making,
> currently the trusted client (or peer) that has the control of a weapon
> anyway, is also responsible for calculating the damages it does and
> reporting them over the network to the server.

in that case the design evolved from a single player game, where the 
weapon is a particle system and the individual particles cause damage. 
when we needed to quickly make that a dogfight thing that works over LAN, 
was simple and optimally efficient to keep the client-side damage 
calculations, and currently trust is no issue there. dunno if that is 
interesting also w.r.t p2p ideas. for other reasons, however, that game is 
now developing so that mostly more conventional bounding box / area 
intersection checks are used (also it is now currently prototyped as a 
standalone single player thing again, will return to networking issues 
later and dunno what'll do).

>> Jan

cheers,
and sorry for the drafty posting
~Toni

_______________________________________________
Soya-user mailing list
[email protected]
https://mail.gna.org/listinfo/soya-user

Reply via email to