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Toni Alatalo wrote:
> 
> will be interesting to see what happens with this game we're making, we 
> might e.g. get such explosion effects that move the ships etc. then 
> again this is now in a static environment with fast movement so it may 
> still make sense to detect wall hits (think terrain, level geom) in the 
> client too.
> 

Well, you know best what your needs are. However, keep in mind that
doing these things client-side will not scale well. The original poster
was talking about millions of clients, this would fall apart even at a
lot smaller scale (think 20-50 clients).

You can do non-essential things on the client, such as basic collision
testing with walls and floors to prevent wall penetration. That is not
physical anyway, unless you are controlling some car or a spaceship
driven by the physics engine.

There wouldn't be any real issue with that and you can have logic on the
clients that could adjust automatically for minor errors - e.g. since
the client knows that where player A is predicted to be the terrain
elevation is 10m, the renderer can put the guy at the right place
without even getting all the data from the other side.

However, where interaction or physics is involved (shooting, object
interaction, inter-character collisions, etc) you probably want to do
that server side, to avoid inconsistencies.

Jan
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