Ken Taylor wrote:
> Peter Amstutz wrote:
>> Since VOS was originally conceived as a peer-to-peer system, we had this
>> idea that we could do client-based physics, but that idea quickly breaks
>> down when you have more than one client applying force to a single
>> object.  So it will probably end up being something like server-based
>> simulation + client side prediction.
> 
> Yeah, any time there's two or more interacting forces not "owned" by the
> same node, something has to be the referee. I was thinking a good model for
> this in VOS (and what I proposed on the wiki) was to have the "sector"
> control the physics of whatever objects or avatars move about within it, and
> whichever node owns the "sector" is effectively the server. (But of course,
> I could run a sector object off of my own PC and invite other people into
> it, assuming my firewall/NAT is ok with it.)
> 
> Of course, peer-to-peer "shared" sectors may be an interesting feature to
> have as well... 

Each object should be internally responsible for deciding how it
responds to physical forces (messages requesting movement), I think.
This would be ideal, at least.  It allows you to distribute physics
computation load by just distributing objects on different sites
(servers).    Will this work?   Will it work when an object a on Site A
is moved, detects its collision with object b on site B, sends it a
force message, etc.?

Reed


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