[sldev] movement within the client
Argent Stonecutter
secret.argent at gmail.com
Mon Dec 31 13:06:04 PST 2007
On 2007-12-31, at 14:06, Callum Lerwick wrote:
> (And of course we can and should always ask the question, "How does
> Quake 1/2/3, Doom3, HL 1/2, Unreal etc etc game engines handle this?",
> they've been doing this for years... AFAIK a major difference is they
> all perform collisions/physics simultaneously on the client and
> server,
> and resolve any de-synchronization by holding the server
> authoritative.)
Would that require making Havok part of the client code?
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