Network games and maps?
Hmmm.. What is the bes way to do this? Server-side or client side???
There are advantages with both, but still alot of dis-advantages. Like, if i make it client side, clients could end up with different results?!
I do collision detection server-side, but i''m not shure about the map-collision. Please give me some pointers here. thanx
Map collision is too much overhead for a network, so it should be done client-side. That's what makes client wall-hacking in games like Half-Life, UT, Quakes, etc... possible. Client is a dummy terminal that only renders, receives and sends commands to the server. Game rules like weapon shooting is done server side. Client sends a vector header to the server for a given shot and server performs a scantrace of the vector and processes further cosequences. Of course, the server keeps the score of the game an all client stats. I suggest you look at Quake 1 and Quake 2 source codes available at www.idsoftware.com
[edited by - MOVSW on December 1, 2002 7:19:27 PM]
[edited by - MOVSW on December 1, 2002 7:19:27 PM]
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