[ODE] Re: ODE on multiplayer games
Megan Fox
shalinor at gmail.com
Wed Mar 23 09:58:20 MST 2005
Either way of approaching it (either all server-run or with the owners
spread througout the network), how do you manage to avoid
inter-penetration in the process of gradual updates?
It seems as if you either need to update -everything- at once, causing
a freeze, or you need to update gradually - but if you update
gradually, what's to stop the case where you update box A (but not box
B), where box A's updated position interpenetrates with box B's local
position, causing a local physics explosion, then you update box B,
but box A is already flying away at high speeds, causing more such
explosions... etc?
-Megan Fox
> I see this as one case of the second paradigm mentioned. The owner of a
> specific entity can be any node and the node that controls an entity may
> not be the owner (and thus has to send events to the owner). In many
> games, a server is the owner of all entities (for cheat prevention and
> simplicity). The general idea is that you have one owner of an entity
> but many nodes may be interested in the entity and thus keeps surrogates
> of it. This works both in a client/server or a P2P architecture.
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