dscowboy
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- Jul 9, 2003
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Has anyone found out yet what kind of limitations we face on physics in multiplayer? Obviously, using physics as a component of MP gameplay requires some level of server-side processing and propagation, but how much? If a baracks is hit by a shell and one wall explodes into 8 flying pieces of cement, will things continue smoothly or will the lag-monster eat everyone within viewing distance of the explosion? When server-side physics are processed and sent to clients, is there any client-side physics prediction? If not, physics-affected objects are going to move at your network framerate, not your video framerate.
If MP server-side physics are limited to simple things like pushing a box in front of a door, then there's not a whole lot of potential for using physics as a major MP gameplay component. If no one knows about this yet I will e-mail Yahn.
If MP server-side physics are limited to simple things like pushing a box in front of a door, then there's not a whole lot of potential for using physics as a major MP gameplay component. If no one knows about this yet I will e-mail Yahn.