[ODE] Re: ODE on multiplayer games
Jon Watte
hplus-ode at mindcontrol.org
Wed Mar 23 11:39:26 MST 2005
> 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,
You know the position and velocity of box A at the time of the update.
You can, if you want to, make it immune to other interactions for a brief
while after getting the update. Especially if you know objects are at
rest (disabled) on the server, you can make that quite sticky in the
distribution, so if it interpenetrates with B, B will go flying, but not
A.
You can also dampen any velocity imparted by directly colliding with an
object that's being moved because it's updated.
None of these solutions are perfect, of course, but they mitigate. You
can also attempt to add physical forces/constraints to bring the updated
object in line with there it ought to be over time, rather than trying
to do it with a big snap. What works best for you really depends on your
game and environment.
Cheers,
/ h+
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