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They won't interact, no... raises a few questions about how barrels will go over bodies, actually - since the barrels are server and bodies client.pixartist said:can they interact? i just watched one of the new gamespot vids and i saw a barrel just rolling over a lil tin as if it was no there oO
pixartist said:so barrels wont hit dead bodys?![]()
Roceh said:They might represent the corpse as a simple bounding box on the server side so there is some interaction with other objects (barrels). The floppy arms and legs could be client side.
Headcrab Cakes said:so you mean if there was a body on the ground and a barrel rolled at it it would hit the box around the dead body and roll away?
Roceh said:If you look on one of the gamepot videos, where he is shooting barrels on aztec it rolls into a live player and rolls back. I dont see why this cant apply to corpses as well.
poseyjmac said:an easy way to envision this is say a player dies, client-side physics are then calculated for each player, and as we know, they will be different. client1 sees the body roll a bit to the left, client2 sees the body roll a bit to the right. now the barrell comes rolling along. EVEN if there was a possibility for the client to send his info of corpse location, what player gets priority for the barrell to collide with 'his' version of the body location? because if 1 player saw the correct version, every other player would see the barrell bumping up against nothing. which is not a good trade off
Headcrab Cakes said:Question:
if the server has to detect all the bullets or grenades that start physics reactions and tell the clients, why are all the client-side physics not the same anyway? is the server information sent to clients not the same for every client?
Because the clients may recieve the data at slightly different times (perhaps).Headcrab Cakes said:Question:
if the server has to detect all the bullets or grenades that start physics reactions and tell the clients, why are all the client-side physics not the same anyway? is the server information sent to clients not the same for every client?
I think he didn't quite mean that.poseyjmac said:because bullets and grenades aren't affected by physics and very easy to keep track of by the server(compared to rolling ragdolling corpses).
edit: well, ill say that the current grenades don't use the kind of complicated physics that havoc allows
SLH said:I think he didn't quite mean that.
I read it as this:
"Given that on all client machines the same start conditions exist, why don't they all arive at the same conclusion (yeild the same physical position) given that they physics calculations are constant?"
No the first difference is that it isn't simulated server-side.poseyjmac said:he asked why are things like ragdolling not like bullets and grenades. well the first difference is bullets and grenades aren't stimulated by the havoc physics engine.
Yeah uhh. I think that is from the beta.. Screenshot from the model viewer...Headcrab Cakes said:got my avatar here: http://members.lycos.nl/michielb55/
i liked the bloodiness! hope the author doesn't mind that i'm using it :upstare:
SLH said:No the first difference is that it isn't simulated server-side.
Things other than havok-simulated stuff is client side.
The reason that i used 'the first' as opposed to 'a' difference is because whether things that are simulated by havok or not, they may (or may not) be duplicated on all clients (i.e. server-side).poseyjmac said:no thats 'a' difference. i just pointed out another difference that led to the same conclusion.
I was mearly pointing out that the answer you gave to what you thought he was asking isn't quite correct.poseyjmac said:u know, i dont even know what you are trying to say anymore. all i know is that i wasn't wrong. his question could be interepreted in 2 ways, you answered 1 way i answered another, he happened to 'mean' the 2nd way.
??poseyjmac said:aha. but u see its automatically assumed that if you mention bullets or grenades, that they are NOT affiliated with havok physics. there is no switch to make them affected by physics. which is why i wasn't explicit about it.