Hi,
I have read the article on Gaffer on Games covering physics simulation over the network. How can I accomplish the prediction with bullet? Do I need to copy the complete world in each frame so I can recall the state of that frame later when I receive an update by the server, update the objects and then reapply all user input? Copying the whole world seems a bit like overkill to me, but how else to achieve client side prediction? If I have to copy the world, is there some routine that does this for me?
Thanks
Client Side Prediction with Bullet
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rewb0rn
- Posts: 13
- Joined: Tue Feb 02, 2010 11:48 pm
- Location: Berlin, Germany
-
rewb0rn
- Posts: 13
- Joined: Tue Feb 02, 2010 11:48 pm
- Location: Berlin, Germany
Re: Client Side Prediction with Bullet
Hey,
I am still seeking help on this.. I have read more or less every post on this forum containing the keywords multiplayer and network, but it was not explained how to do a full bullet supported prediction. It seems possible to do the corrections without bullet simulation and instead only correct the objects by hand but is that how physics synchronization over the network is supposed to work? I would expect greater discrepancies between client and server when not using the physics engine for this task as well.
I am still seeking help on this.. I have read more or less every post on this forum containing the keywords multiplayer and network, but it was not explained how to do a full bullet supported prediction. It seems possible to do the corrections without bullet simulation and instead only correct the objects by hand but is that how physics synchronization over the network is supposed to work? I would expect greater discrepancies between client and server when not using the physics engine for this task as well.