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THe way 3DGS does it ( and I can't speak for newton or havok, though I suspect you can set up the same) is that Physics "lives" on the server. The client receives current position visual info and the client can send physics request to the server, but thats it. There is no physics on the Client. This keeps everything tied into the server and all clients in line.




Even so - for an action/adventure style game, you should look into exceptions to the rule. Physics are processor heavy and in a large game with a lot of players you could very well crash the system if a lot of players died at once and the server had to calculate the ragdoll drops for everyone at the same time.

Anywho - that is one of the reasons why they generally leave ragdoll physics out of MMOGs - if you run it on server, it will kill your server. If you run it locally it can easily be expolited just due to the nature of simulated physics.


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