[sldev] history question: physics on the server- first for SL ?
Ricky
kf6kjg at gmail.com
Sun Mar 8 08:39:49 PDT 2009
Note that most networked applications don't send packets all the time. I
don't for for certain if this is true or not for SL. What I have read about
is only sending conglomerated packets of updates at a rate of about 10FPS.
Clients (or in our case, the viewer,) interpolates motion between these
100ms average interval packets. The viewer at least does that... I've seen
packets get lost, and my avvie just keep walking until it snaps back into
position...
Ricky
On Sat, Mar 7, 2009 at 10:11 PM, Thomas Grimshaw <tom at streamsense.net>wrote:
> 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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