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Posted 05 November 2012 - 11:40 AM
Posted 05 November 2012 - 12:03 PM
Edited by samoth, 05 November 2012 - 12:07 PM.
Posted 05 November 2012 - 12:06 PM
Posted 05 November 2012 - 12:17 PM
Server-side collision detection is the most expensive bottleneck, I think. To run physics simulation consistently, you have to do it on the server (so there's a "known good" copy) and you have to run at a reasonable frame rate (30-60 Hz.) Some FPS-es do this, but it's hard to get more than a few hundred players on a single CPU/memory subsystem. Also, typical simulations like PhysX are not deterministic, and thus require continuous sync of the state of all objects, which gets expensive in bandwidth. A software-only physics engine built to be deterministic across all players may do better in this regard.
If you can live with the latency of a round-trip, you can run physics on the server, and only render the outcome on the client. That's the Second Life model. Unfortunately, that ends up being both somewhat laggy, and somewhat limited in scalability.
Posted 05 November 2012 - 10:28 PM
Edited by JWPlatt, 05 November 2012 - 10:35 PM.
Posted 06 November 2012 - 05:26 AM
Everything is better with Metal.
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