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I'd like to help too, on a network engine
06-29-2006, 03:14 AM,
#3
 
thanks, I'll look throught the code Wink

joevenzon Wrote:VDrift network code is currently set up such that each player's version records their control inputs (in the form of deltas from each frame to the next) and send them to the other computer, where they are used as inputs for the other car. The other car's physics are ticked as player inputs come available
I'm not sure this is the best solution. The advantage is that you keep using the physical engine locally so the car is moving flawlessly... but the position might be quite unexact, especially if you lose packets
I'm not sure this is saving of lot of bandwidth either
the solution I used and I know is used in many commercial games (this is obvious in Grand Prix Legends, looking at the cars moving) is to send the position of the car (+ other informations), and let a algorithm calculate the position of the car between 2 received packets. Thus, the movement of the car highly depend of this algorithm, but the position of the car is not sliding during time
anyway, this is something to think about and try :wink:
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Messages In This Thread
[No subject] - by joevenzon_phpbb2_import3 - 06-28-2006, 08:42 PM
[No subject] - by Nigo - 06-29-2006, 03:14 AM
[No subject] - by joevenzon_phpbb2_import3 - 06-29-2006, 09:47 PM
[No subject] - by Nigo - 07-02-2006, 04:08 AM
[No subject] - by FFuser - 07-02-2006, 05:20 AM
[No subject] - by thelusiv - 07-02-2006, 12:11 PM
[No subject] - by Nigo - 07-02-2006, 12:28 PM

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