Physics are client side only or??

  • Thread starter Thread starter Grimsrud
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Grimsrud

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Sorry if this already been brought up before. I searched the forum and my conclusion was that physics are client side only.

But look what Gabe said in an email:

Question:
"When the vehicle is destroyed, the gas tank in the back explodes and the peices of the car go flying (according to the physics not scripted) and can do damage to a player if they hit him (like you don't pass through the debris.... it's solid)"

Gabe's answer was YES.

My explanation:
1. Im thinking of mplayer when reading that question - Gabe is thinking of singleplayer.
2. Physics are NOT only client side only. If true = HAPPY HAPPY JOY JOY!

BTW.
Pleeeeeeeeeeease, if this post is shit to you.. just ignore it.. This forum does NOT need more stoopid users commenting other peoples posts/questions.
 
Physics can run on server or client. It must be decided for each object by the mod author if they want consistency or not.
 
go through that valve info thread, from page 1 to the end. you'll learn more than you ever wanted to know about how it all works.
 
It depends on whether or not the object in question will impact gameplay. If it's small debris or general ragdoll animations, those will be rendered client side. If it's something substantial like a piece of a wall or something large enough to hurt other players, it's calculated server side then sent to the clients.
 
Q: Will there be a problem with sending all the physics information packets to all the players?

A: There are client-side and server-side physics behaviors. You use client-side when maintaining cross-client coherence isn't important - for example, cans pouring out of a drink machine. This cuts down network traffic whilst maintaining the appearance of physical simulation throughout the world.
 
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