3DGS-PE/Networking: createlocal -> not a phys ent!

Posted By: Rocko75

3DGS-PE/Networking: createlocal -> not a phys ent! - 05/11/04 21:53

Hello,

I have a game that should be playable in a lan.

But when I create a LOCAL entity and try to assing it to a group I get there message, that its not a physics entity, even though on line before a set_group was successful!

What am I doing wrong?

Thanx, Arnim.
Posted By: jcl

Re: 3DGS-PE/Networking: createlocal -> not a phys ent! - 05/12/04 19:10

Physics, collision detection, and everything that requires knowledge about the whole level can only run on the server. Client side functions are only for visual effects, like animation etc.
Posted By: Zapan@work

Re: 3DGS-PE/Networking: createlocal -> not a phys ent! - 05/12/04 19:16

Is there a wa to change this behaviour?
For a good playable physic/network game we need a way to create local physic entities...
Posted By: jcl

Re: 3DGS-PE/Networking: createlocal -> not a phys ent! - 05/13/04 00:15

Can you explain what you want to do with local physics entities?
Posted By: fastlane69

Re: 3DGS-PE/Networking: createlocal -> not a phys ent! - 05/13/04 01:27

Quote:

For a good playable physic/network game we need a way to create local physic entities...





Can you explain the basis for this comment?
Why a local physics entity is "needed" for a playable network game?
How have you come to this conclusion?
Posted By: Zapan@work

Re: 3DGS-PE/Networking: createlocal -> not a phys ent! - 05/13/04 01:57

Currently it's not a big point for us because we don't use the physics engine.

But for our next projects we will use many physic entities in a network.

Why we would need local physic entites:
It would be the wrong way to have _all_ physic entites only on the server side, because the server must send every object's positon every frame to create a very 'smooth' movement/and so on. That is too much traffic.

The right way is to create teh entites local and move them in the same way as the server does and send only 'n' frames a checksum from the server to the clients(for correction). We use this thing in our current network game and the result is a very smooth gameplay like in unreal or quake. We use this thing for _every_ object(projectils, players, enviroment and so on) and the result is very good.

For more information(we used these tings):
http://www.bookofhook.com/Article/GameDevelopment/TheQuake3NetworkingModel.html
http://unreal.epicgames.com/Network.htm
http://www.amazon.com/gp/reader/0201325578/ref=sib_dp_pt/103-7358877-3671056#reader-link
Posted By: fastlane69

Re: 3DGS-PE/Networking: createlocal -> not a phys ent! - 05/13/04 02:04

Quote:

nd send only 'n' frames a checksum from the server to the clients(for correction).




If your physics is on the client, how does it know it needs corrected? How do you know your client isn't sending the other players a fake physics update to avoid a bullet!?

Quote:

It would be the wrong way to have _all_ physic entites only on the server side, because the server must send every object's positon every frame to create a very 'smooth' movement/and so on.




Absolutley. Sending a network update EVERY change is not the right way to do it. So why must the server send every object position every frame? This is NOT needed for smooth movement under ANY architecuture. Dead Recknoing is one example of how to deal with this.


Your native approach is DO-ABLE in LAN but will crash spectacularly in WAN or with more than a few players.
Posted By: Zapan@work

Re: 3DGS-PE/Networking: createlocal -> not a phys ent! - 05/13/04 15:31

We've tested this with a 8player network session and the result was very nice.

We're preparing some massive i-net tests for the next weeks but I don't see the reaseon why this thing should not work "good" over internet.
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