Mr Neutron
Newbie
- Joined
- Sep 3, 2003
- Messages
- 484
- Reaction score
- 0
This may be old, but in the coastline vid, the flying manatee seems to skim the telephone pole wires without getting caught or affecting the poles. This made me wonder: can Source handle a complex chain reaction of telephone polls taking each other down domino-style?
Along those lines, I'm seriously puzzled about implementing physics in multiplayer. For everyone's world to remain consistant with each others', wouldn't all player movements at all times have to be sent to each client, and wouldn't the physics calculations anywhere in the map always have to be performed client side? Or does the server keep track of the physics and send object transposition to the clients after the fact? Is it a combination of these two such that the client calculates physics in its area but then gets updates about the objects in other areas when it enters them?
Some people seem to have adopted a priori the belief that Source physics works just like the real world e.g. 'I'm going to construct a particle accelerator mod and conduct physics experiments!' Suirley there's some complexity limit.
Along those lines, I'm seriously puzzled about implementing physics in multiplayer. For everyone's world to remain consistant with each others', wouldn't all player movements at all times have to be sent to each client, and wouldn't the physics calculations anywhere in the map always have to be performed client side? Or does the server keep track of the physics and send object transposition to the clients after the fact? Is it a combination of these two such that the client calculates physics in its area but then gets updates about the objects in other areas when it enters them?
Some people seem to have adopted a priori the belief that Source physics works just like the real world e.g. 'I'm going to construct a particle accelerator mod and conduct physics experiments!' Suirley there's some complexity limit.