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lostclimategames wrote:unless you want your dead reckoning to use physics, you should only update positions from the client, the client shouldnt have any effect on your characters position because that leave it open for speed hacks. again tho, i guess it depends on if you want your dead reckoning to include physics.
1) Nobody was talking about client/server until you came storming in with your bizarre context-free blanket assertion.
2) In client/server, the server can validate positions sent by the client in order to prevent speed/teleport hacks, while still allowing the client to be immediately responsive under normal circumstances.
This is why I chose Physx for my physics engine. Knowing that it will be ported to hardware was a good sign to jump on board imho.
How will you handle the case of the end-user not having an nvidia card installed?
Insomniac is making an mmo, so yeah, they were discussion a client->server architecture even if it wasn't obvious, so yes, (using subcontext, and past knowledge) my comment was legitimate.
as far as the validation, that would be why i said:
unless you want your dead reckoning to use physics
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For all of your 3D/2D resource needs:
If I plan to use to physX sdk for a 3D game, is it necessary to have a graphics card with certain capabilities?
My current system is uses a few years old Nvidia FX graphics card.
I'm planning to get a mac which runs an ATI radeon card. Will the physX sdk work on it as well?
I just need to show some reasonably realistic physical effects, not like those displayed in AAA titles.
For using Physx i think you just need to have the Physx runtime installed on the target PC, that's it. It doesn't require a Physx card or a special GFX card, those things can just improve the physics effects and speed.