A while ago I came to the point to decide how to calculate the physics in my project. Since it's laid out as a multiplayer game I've had quite some thinking going on about how to implement the physics. Should the client compute the physics, the server, a mixture of both? Either way there were a lot pros and cons.
Just now I stumbled upon this article by Glenn Fiedler, introducing a hybrid approach allowing the clients to compute their own physics (makes it all smoother) as long as the position difference of the client- to the server object lies within defined boundaries.
Long story short, >>here<< is the article.
Hope it helps some fellow programmers!
Cheers,
p.
Networked Physics
Networked Physics
beer->setMotivationCallback(this);
Re: Networked Physics
I think this is a (relatively)very old and widely used approach, isn't it?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Re: Networked Physics
Well I guess so. It's just an article that describes it well, that's why I wanted to share it.
beer->setMotivationCallback(this);