-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 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 -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFHaYyfn11XseNj94gRAqk8AKC5vuCxsBZ+nM03wXwuGXHazi7BzACdHYOy rOk2Ye+/DvAVqVu4s+ZTbVQ= =DIBt -----END PGP SIGNATURE----- _______________________________________________ Soya-user mailing list Soya-user@gna.org https://mail.gna.org/listinfo/soya-user