[ODE] MM games (was "looks like i am moving on")

Allan Simonsen Simonsen at rocketmail.com
Thu Jan 23 01:54:02 2003


> Yes, but how easy would it be in reality to keep
> clients physics in 
> synch across a slow network? What data should be
> sent per phys object, 
> location, movement, spin? "Out of synch" problems
> seem to be tricky even 
> without complex physics, won't physics make that
> worse?
> 

We're currently experimenting with doing just this
(using a commercial physics engine, not ODE). We're
still in the design phase, though, and would love any
input from any developers out there who have actually
tried to implement synchronization of Rigid Body
Physics systems across server-client architectures.

What are the pitfalls, how do you handle object
synchronization and event-passing, are you doing any
form of distributed processing ("Client 1, you are
responsible for box-stack A"), and do you have any
hard-won experiences to share with us ?

Thanks,

Allan Simonsen

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