M
Mandelbrot
Guest
From: http://collective.valve-erc.com/ind...06159033732043100&question=106159961141812100
How do physics behaviors work in multiplayer?
The simple answer is that there are client-side and server-side physics behaviors. You use client-side when maintaining cross-client coherence isn't important. This cuts down the network traffic while maintaining the appearance of physical simulation throughout the world.
It's definable per-object, so exactly what is client-side and what is server-side is tunable by the designer.
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I'd guess that the Dust map has only certain objects set for physics. Other maps may have more or less depending on how it was setup.
How do physics behaviors work in multiplayer?
The simple answer is that there are client-side and server-side physics behaviors. You use client-side when maintaining cross-client coherence isn't important. This cuts down the network traffic while maintaining the appearance of physical simulation throughout the world.
It's definable per-object, so exactly what is client-side and what is server-side is tunable by the designer.
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I'd guess that the Dust map has only certain objects set for physics. Other maps may have more or less depending on how it was setup.