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jxwnhj0717

Member Since 22 Aug 2012
Offline Last Active Nov 03 2012 08:17 PM
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Posts I've Made

In Topic: Help!How to transfer locomotion from client to server and how to validate...

26 August 2012 - 10:01 PM

If server just check the collision and broadcast the position of client, what will happen?

In Topic: Help!How to transfer locomotion from client to server and how to validate...

26 August 2012 - 09:56 PM

One approach that is often used is to have fairly simple physics (sweep a sphere against a BSP tree, or similar) and then run "secondary simulation" on the client to make it look better (foot IK, moving guns/arms so they don't penetrate the wall, etc)

I am sorry I can't understand "secondary simulation", does means client received the position/state of character simulated by server, client simulate it again? has some articles explained this?

In Topic: Help!How to transfer locomotion from client to server and how to validate...

23 August 2012 - 08:47 PM

You can quantize floating point numbers to shorts, if you can accept the loss of precision:

short sent_value = floor(float_value / MAX_RANGE * 32767);

Unpack it on the other end:

float received_value = short_value * MAX_RANGE / 32767;

Thank you very much! I test this method, set MAX_RANGE=1000, then sent_value approximate equals to received_value plus or minus 0.02. I can use the map which has 1800*1800 size
About the physical simulation,client just need calculate one character, but server has thousand of characters. If the server run the same simulation, I think may be it will crash.

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