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Posted 27 August 2012 - 10:13 PM
Posted 28 August 2012 - 01:36 PM
Posted 29 August 2012 - 01:44 AM
Posted 29 August 2012 - 02:44 AM
Edited by papalazaru, 29 August 2012 - 02:45 AM.
Everything is better with Metal.
Posted 29 August 2012 - 11:39 AM
Thanks. Is detecting desync ever accomplished using some kind of locality-sensitive hashing? My concern is that if I'm using a physics engine like box2d then there's no guarantee that the two simulations will have strongly similar results even given the exact same beginning state and inputs. The more I think about this problem the more incredibly complicated it becomes.
Also, what the hell happened to gamedev.net?
Posted 29 August 2012 - 03:31 PM
Look up client prediction algorithms (Gaffer Networked Physics).
The aim is to remove the latency you would get with a fully authoritative server.
i.e. client sends inputs to server, server processes inputs, run physics, returns the result back to the client. That means a round trip latency for everything the client does. In some cases that's acceptable. In many cases, it's not.
So there is a predcition / correction algorithm running between the server and clients that allows the clients to affect their view of the world in real time, while the server verifies client calculations and applies corrections for unforseen events (i.e. when two players are interacting with each other, which cannot be accurately predicted by any of them).
EDIT : That's the 5th time I've answered to that question in a month. Seems to come up quite a bit lately.