Game Development Reference
In-Depth Information
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There is an opportunity here to introduce a third state on PhysicsObjectControl ; a
state in which the object is affected but not controlled by the server. This could be used for
objects that are important in their initial state; however, once they've been moved, it's no
longer important that all the clients have the same information, for example, a door that at
some points get blown off its hinges. In this case, a new message type can be introduced
that will apply an impulse or force to an object from the server side. Once the object has
been activated, the client can take care of the calculations, lowering the network load.
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