Wednesday, August 26, 2009
at
9:42 PM
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11
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After countless hours of sleepless nights, I finally got it going! Smoothed network physics simulation will little noticeable jerks. Yay! However, this is only for the LAN. I'm not sure how it will fare with the internet where latency isn't our best friend.
It took me a while to figure out that I had to synchronize the physics time frame and not the system time frame. Top that off with bad timing for the network syncing right after physics simulation was done, I was having a lot of headache beating around the bush for naught! Sheesh...
Aside from this, I'm having issues with float compression. Somehow it's giving weird values that leaps all over. Probably something wrong with the way I compress and decompress. While on this, I wonder if I should have some way to mark significant objects for non compression mode? How does other games normally does it anyways? Do they like make important objects like controlling player to always sent in non compressed mode while other non controlling objects get compressed mode?
It took me a while to figure out that I had to synchronize the physics time frame and not the system time frame. Top that off with bad timing for the network syncing right after physics simulation was done, I was having a lot of headache beating around the bush for naught! Sheesh...
Aside from this, I'm having issues with float compression. Somehow it's giving weird values that leaps all over. Probably something wrong with the way I compress and decompress. While on this, I wonder if I should have some way to mark significant objects for non compression mode? How does other games normally does it anyways? Do they like make important objects like controlling player to always sent in non compressed mode while other non controlling objects get compressed mode?
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Lf3T-Hn4D