[sldev] history question: physics on the server- first for SL
?
Thomas Grimshaw
tom at streamsense.net
Sat Mar 7 22:11:04 PST 2009
Ricky wrote:
> To me as a beginning software engineer who has studied a little into
> networking, I prefer all the physics being computed server-side. Less
> worries about cheaters.
This accounts for a vast majority of lag on second life.
Using the server to compute collisions for every agent on the sim...
.... causes more CPU load exponentially for every agent
.... causes a LOT more network utilisation (a packet for every
collision, and for simply collisions that the viewer should be able to
detect, and the CPU overheads associated with it)
The only real reason why *avatar* physics aren't run client side is due
to licensing of the physics engine...
~T
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