-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Souvarine wrote: > Lunpa, The wrote: >> Also, I would highly recommend against calculating any game physics >> clientside in such a scenario. >> > Why that ? It's not like I want to make a MMO myself, but if I did I > think I would compute as many things as possible on client side to > avoid consuming too much CPU on the server. > > Souvarine.
You would have a very hard time synchronizing the physics consistently across all affected clients. Imagine an area spell blowing pieces around that could injure characters or monsters. If calculated on client, every client will get a slightly different version of the situation. In the extreme case some characters could be dead on one client but not on another seeing the same scene. Regards, Jan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFHaCKSn11XseNj94gRAhdDAJ0XPXG3vgPrHXo1jRYLNSIBXyiregCfTuv9 ZnfzYhHW/z3p29H3W3vkRUo= =losS -----END PGP SIGNATURE----- _______________________________________________ Soya-user mailing list Soya-user@gna.org https://mail.gna.org/listinfo/soya-user