[ODE] Syncing ODE over a Network (client side prediction)
Dave Kerr
aidave at telus.net
Thu Dec 1 00:40:22 MST 2005
Hi, I'm building a multiplayer game engine and am trying to sync ODE objects
over a network.
All is fine if I sync static objects...
But with moving objects, the clients and server usually end up out of sync.
Ie the simulations rarely run the same course.
I was wondering if this is part of ODE (random numbers)?
Or am I missing some variables to sync:
When a client connects, they get Position, Linear Velocity, Angular
Velocity, Mass, Density, Size/shape and the Quaternion
to 12 decimal places, of every body.
It works if all objects are resting (or at least looks like its working),
but once a moving object is added, the simulations take different paths.
How many decimal places is necessary?
Am I missing some data?
I would like to minimize the network traffic by trusting the clients to
correctly predict most of the ODE physics.
Any thoughts on this subject would be appreciated.
cheers,
Dave
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