[opensource-dev] Client-side scripting in Snowglobe

Tigro Spottystripes tigrospottystripes at gmail.com
Mon Feb 22 01:13:51 PST 2010


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the other day i was reading about how the Unreal engine works, they have
the client predicting the physics and sending control events tot he
server. During a lag spike the client continues to simulate the motion
by itself, and then whent he server starts talking again the server
sends the position, speed, rotation etc of stuff and the client adjusts
it's local simulation to match

On 19/2/2010 22:48, Lawson English wrote:
> 
> 
> There's been some talk of client-side physics being extended. 
> Obviously,  once you start doing that, the sim has less and less control 
> over what goes on. The ultimate form would be p2p-ish physics where the 
> sim doesn't participate at all in anything but sending geometry updates 
> and all calculations are shared between clients, either in a cobalt 
> fashion, or using a separate physics server (or hybrid).
> 
> 
> 
> Lawson
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