Here is a video of me explaining my concept. It's something I came up with to solidify the perception between client and server.
http://www.youtube.com/watch?v=fe-JJ64sySk
It's 13+ minutes long. So I'll do my best to explain it here as well.
In online game play, do shared objects of motion have a path that is based on a function (this function being defined upon the creation of the object considering the factors associated with motion; gravity, wind, weight, etc) as opposed to a path that is persistently being updated by re-applying the defined laws of physics every "step/moment/frame" during game play.
After some thought, I think this is the standard & most effective way of determining a path.
Here are two more videos expanding on the concept.
Let me know if my logic is off somewhere
http://www.youtube.com/watch?v=XUzW3DueqaA
The final additional video is about when NOT to use this method because the creation of the function is far too expensive in comparison to re-checking with the server just for 3 simple variables.
http://www.youtube.com/watch?v=50ZJvVRknwE



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