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    Is client-side prediction impossible when using built-in physics on an engine such as Godot or Unity? Hello everyone! Recently I have been beating my head against the wall trying implement and learn more about client-side prediction with rigidbodies in Godot and I have a few concerns on how I should be approaching this. Is client side prediction impossible if physics is non-deterministic? I assume this to be true if we cannot predict the SAME exact outcome from every action. Are rigid bodies in engines such as Godot and Unity something to avoid when trying to synchronize games over the network? I did some research on this and found some older posts from the past 5 years or so recommending against using Unity's built-in physics due to it not being deterministic, I am wondering if it is the same with Godot or not. Regardless of the above, at this point I would assume coding the physics myself would be a lot easier and provide a lot more certainty when troubleshooting synchronization problems over the network. I feel like I have made a fundamental error in using rigidbodies and would really appreciate any feedback on this. Thanks a bunch in advance! https://ift.tt/eA8V8J

    Hello everyone! Recently I have been beating my head against the wall trying implement and learn more about client-side prediction with rigidbodies in Godot and I have a few concerns on how I should be approaching this. Is client side prediction impossible if physics is non-deterministic? I assume this to be true if we cannot predict the SAME exact outcome from every action. Are rigid bodies in engines such as Godot and Unity something to avoid when trying to synchronize games over the network? I did some research on this and found some older posts from the past 5 years or so recommending against using Unity's built-in physics due to it not being deterministic, I am wondering if it is the same with Godot or not. Regardless of the above, at this point I would assume coding the physics myself would be a lot easier and provide a lot more certainty when troubleshooting synchronization problems over the network. I feel like I have made a fundamental error in using rigidbodies and would really appreciate any feedback on this. Thanks a bunch in advance!

    from GameDev.net https://ift.tt/31x8Ycu

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