Non-Determinism in Multiplatform Networking Physics
Posted: Mon Sep 05, 2005 9:05 am
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.
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 ?
1) What about save-games ? Are they just non-portable ?
Any practical solutions, ideas, papers or links on this topic ?
(*) 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.
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 ?
1) What about save-games ? Are they just non-portable ?
Any practical solutions, ideas, papers or links on this topic ?
(*) 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.