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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2005-09-08T12:09:49+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
	<id>https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/112</id>

		<entry>
		<author><name><![CDATA[ro4tub]]></name></author>
		<updated>2005-09-08T12:09:49+00:00</updated>

		<published>2005-09-08T12:09:49+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=308#p308</id>
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		<title type="html"><![CDATA[Non-Determinism in Multiplatform Networking Physics]]></title>

		
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Yes,it's a problem!<br>Recently , we do a Real Time Strategy Game (Tank Online), it has NPCs ,and now i solve the problem is that i detect the collision and then sending packets to Client,i just send *START* and *STOP* instructions,but when i test it, the Server overload,so i think i will move the NPCs processing from server to client,but how to make NPCs in different client same, it's a big problem!<br><br>Do u have any suggestion? i'm glad to hear it!<br>Thank u in advance!<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=298">ro4tub</a> — Thu Sep 08, 2005 12:09 pm</p><hr />
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		<entry>
		<author><name><![CDATA[Erin Catto]]></name></author>
		<updated>2005-09-08T04:27:24+00:00</updated>

		<published>2005-09-08T04:27:24+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=304#p304</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=304#p304"/>
		<title type="html"><![CDATA[Non-Determinism in Multiplatform Networking Physics]]></title>

		
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Determinism is only important for physical objects that affect gameplay. In a multiplayer setting, this may be a small subset of the objects in the world. In an online FPS, one of the biggest problem is cover: was the opponent guarded by that crate or not? I'm guessing it would piss off a player if they got shot when they thought they were safe.<br><br>On the other hand, things like ragdolls and explosions don't need to be deterministic. Also, how important is determinism for other types of game play, such as co-op?<br><br>BTW, debug/release builds will almost always have a different outcome because the numerical operations happen in a different order, leading to different round off errors.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=12">Erin Catto</a> — Thu Sep 08, 2005 4:27 am</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[Erwin Coumans]]></name></author>
		<updated>2005-09-05T09:05:20+00:00</updated>

		<published>2005-09-05T09:05:20+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=291#p291</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=291#p291"/>
		<title type="html"><![CDATA[Non-Determinism in Multiplatform Networking Physics]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=291#p291"><![CDATA[
Due to lots of reasons a physics simulation can be non-deterministic, or in other words the simulation results will be different with the same starting conditions (*). In multiplatform networked games like massive multiplayer online games (MMO) this has to be dealt with.<br><br>0) How do you deal with multiplatform networking physics and non-determinism ? Do networking-clients just mis-predict the physics state over time, and the server keeps everything in sync by correcting the clients ?<br>1) What about save-games ? Are they just non-portable ?<br><br>Any practical solutions, ideas, papers or links on this topic ?<br><br>(*) On one platform it is possible to guarantee deterministic behaviour, although when using debug/release builds some care must be taken, and use of _controlfp() might be necessary to force 24 bit mantissa, so accuracy on both builds are the same.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2">Erwin Coumans</a> — Mon Sep 05, 2005 9:05 am</p><hr />
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