Networking physics simulation

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Re: Networking physics simulation

Postby JoeJ » Tue Feb 05, 2019 12:02 pm

Really looks good :)
I wonder if other games do it in a similar way as well.

A failure case would be a body on left side of the wall on server, but on the right side on client. Likely it would just stick to the wall then :?
Could be resolved at a time when no player has the body in view. (Did i mention this already? It keeps me puzzling...)
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Re: Networking physics simulation

Postby JernejL » Wed Feb 06, 2019 6:11 am

This could happen, but highly unlikely, unless bodies were also super small or thin, still.. the server would have the correct state, but i guess this could be an issue with things like throwable weapons.. i will have to check this and figure it out, a simple solution would be: if the object location deviates for too long and cannot be resolved, it would simply be teleporter to correct place.
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