Client movement prediction in physics engines I'm creating a networked game with a large object count and was planning to integrate in the bullet physics engine. However, I have been using server corrected client prediction to give clients smooth movement, rewinding and replaying to synchronise. The only way I can think of doing this in a physics engine like Bullet, which as far as I can tell can only step the whole simulation at a time, is to either store the positions of every object in the whole sim for some period of time and snap hundreds/thousands of objects back, or to handle motion of objects manually, which partly defeats the purpose of using the physics engine in the first place. How could I handle this kind of thing? https://ift.tt/eA8V8J
I'm creating a networked game with a large object count and was planning to integrate in the bullet physics engine. However, I have been using server corrected client prediction to give clients smooth movement, rewinding and replaying to synchronise. The only way I can think of doing this in a physics engine like Bullet, which as far as I can tell can only step the whole simulation at a time, is to either store the positions of every object in the whole sim for some period of time and snap hundreds/thousands of objects back, or to handle motion of objects manually, which partly defeats the purpose of using the physics engine in the first place. How could I handle this kind of thing?
from GameDev.net http://bit.ly/2YlNiOJ
from GameDev.net http://bit.ly/2YlNiOJ
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