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Physics Network Synch? #60572
12/15/05 17:59
12/15/05 17:59
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Presuming you have programmed your title for Multiplay, LAN or Internet, and you are using physics. Lets say a game where you play as a ball and must bash into other players to get points, players also in balls....

Is this all multiplay ok? can the physics be network synchronised?


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Re: Physics Network Synch? [Re: indiGLOW] #60573
12/15/05 18:07
12/15/05 18:07
Joined: Sep 2005
Posts: 159
The Netherlands
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Dutchie666 Offline
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Dutchie666  Offline
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The Netherlands
yes...

the server just sends the position of the objects to all the clients, so they will have the correct positions.


i have tested this with newton for my game, and it works. i think it will also work with the 3dgs physics engine...

Re: Physics Network Synch? [Re: Dutchie666] #60574
12/15/05 18:50
12/15/05 18:50
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
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fastlane69  Offline
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Be careful though. The network synchs the players position and that's it. This is not "physics synch" as the velocity, acceleration, and other physical parameters are NOT auto-synched with 3DGS...you'd have to send those yourself using either send_var or preferably, send_skill.

Re: Physics Network Synch? [Re: fastlane69] #60575
12/15/05 19:19
12/15/05 19:19
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Ok so presuming I am using balls as players, key input effects the forces applied to the players own ball, and I want 6 people playing at any one time....

What would be the best way to aproach this? I have no GS knowledge of multiplay, although I understand the process.

I presume that each player would send their position, speed, torque what ever to the server, which would update its version of the game, and the other players would draw from this, and update this as well?

So would the physics on the local machine have to be updated... lol im confused about the order of updates, what gets sent to whom and why! lol...

Im sorry such a noobish bunch of questions, my experience prior has been working with engines with physics synch options and not much else. Thanks for the help guys


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Re: Physics Network Synch? [Re: indiGLOW] #60576
12/16/05 22:59
12/16/05 22:59
Joined: Jan 2004
Posts: 2,062
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slacer Offline
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slacer  Offline
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[edit]

The procedure is easy.
Physics elements will be created and registered on server side.
Clients send their requests to kick such physics objects to the server, where the forces do their job on these objects.
The server sends the new positions, angles, etc. to each client.
There is no need to send the forces back to the clients because the client side physic is not working.

-- slacer

Last edited by slacer; 12/16/05 23:53.
Re: Physics Network Synch? [Re: slacer] #60577
12/17/05 07:30
12/17/05 07:30
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Posts: 1,550
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Thank you slacer.

How wonderfully explained, even I could understand

The clients send the request to the server, move ball with appropriate force in appropriate direction, server does this and then updates client positions!

Fantastico, nice and straight forward.

Thank you again


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