[ODE] Collisions & physics in network P2P

Flavien Brebion f.brebion at vrcontext.com
Mon Feb 16 18:35:51 MST 2004


Hey all,

I'm planning to implement networking for my racing game soon.
I want to use a peer-to-peer model instead of client/server in
order to minimize bandwidth and latency, but i've been wondering
about physics, and especially collision response, in network.

Say you have two cars A and B. Each client has its own physics
state, and handles the physics of objects it owns. The non-owned
objects just receive update from their owner at regular times,
and interpolated between frames. So the physics of A are handled
by A, and B's state is interpolated on A; and vice-versa on B.
Would that work ?

Second thing, say A and B are simulated by boxes. What happens
when A collides with B ? I'd like a car to be able to "push"
another one for example. How should collision response work ?

F. Brebion



More information about the ODE mailing list