dovoxove
Newbie
- Joined
- May 15, 2003
- Messages
- 179
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http://www.shacknews.com/ja.zz?id=7547848
Timm
The physics in the single player part (judging from the movies from E3) look absolutely fantastic, but how will physics work in multiplayer? Won't there be a problem with sending all the physics information packets to all the players? Are you perhaps scaling the physics engine down for multiplayer?
Gabe
"Well, the simple answer is that there are client-side and server-side physics behaviors. You use client-side when maintaining cross-client coherence isn't important. This cuts down network traffice while maintaining the appearance of physical simulation throughout the world.
Yahn, anything you'd elaborate on?"
Yahn (follow up on Gabe's question)
"No, that's basically correct."
Me (asking for clarification)
"So basically what you are saying is that the physics appear to the player just like they do in the single player game without scaling it down, but objects that aren't required to have a correct placement in the world (like soda cans, small rocks, and so on) will be handled client-side, but bigger things (like a crate that's thrown on a player with the gravity gun, or a mattress falling down to block a hole in the
ground) will appear in the correct spot for all players?"
Yahn
"Yes, it's definable per-object, so exactly what's client vs. server simulated is tunable."
Timm
The physics in the single player part (judging from the movies from E3) look absolutely fantastic, but how will physics work in multiplayer? Won't there be a problem with sending all the physics information packets to all the players? Are you perhaps scaling the physics engine down for multiplayer?
Gabe
"Well, the simple answer is that there are client-side and server-side physics behaviors. You use client-side when maintaining cross-client coherence isn't important. This cuts down network traffice while maintaining the appearance of physical simulation throughout the world.
Yahn, anything you'd elaborate on?"
Yahn (follow up on Gabe's question)
"No, that's basically correct."
Me (asking for clarification)
"So basically what you are saying is that the physics appear to the player just like they do in the single player game without scaling it down, but objects that aren't required to have a correct placement in the world (like soda cans, small rocks, and so on) will be handled client-side, but bigger things (like a crate that's thrown on a player with the gravity gun, or a mattress falling down to block a hole in the
ground) will appear in the correct spot for all players?"
Yahn
"Yes, it's definable per-object, so exactly what's client vs. server simulated is tunable."