Timeline for Low traffic client synchronization with server in MMO
Current License: CC BY-SA 3.0
3 events
| when toggle format | what | by | license | comment | |
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| Jun 18, 2011 at 17:33 | comment | added | aaaaaaaaaaaa | It means integers and fixed time step. Theoretically you could mock float points to behave, but using integers is way simpler. You have got a point with the missing missile example, if you use non-deterministic physics it's probably best to let the server fully handle death, and transmit cases of death/destruction rapidly. | |
| Jun 18, 2011 at 16:35 | comment | added | Slaus | Does "deterministic physics" means that I cannot use floating point values or different simulation steps? I am wondering that critical desynchronization can happen if, e.g., rocket will past by some enemy turret on client but will hit it on server (because of some floating point inaccuracy) which will cause player to keep fighting that turret until next incoming server's synchronization packet (several seconds). | |
| Jun 18, 2011 at 14:48 | history | answered | aaaaaaaaaaaa | CC BY-SA 3.0 |