[ODE] solution for client - server simulation design

Anselm Hook anselm at hook.org
Tue Oct 14 09:12:32 MST 2003


I wrote a test server client at http://hook.org/test_buggy.cpp that may or
may not help you.

 - a

On Tue, 14 Oct 2003 krejci.lukas at volny.cz wrote:

> Hi,
>
> My question is maybe more general, but perhaps some of you
> encounter similar problem. I plan to write little multiplayer
> game using ODE as its dynamic engine part.  I need to design
> clients - server communication & synchronization. But I'm not
> sure, what would be best solution for distributed simulation.
> There are two possible approaches:
>
> 1) Run simlutation on each client and synchronize timing throught
> server. Simulation is small, it doesn't take mush resources, but
> the problem here is synchronization. How will I ensure that those
> simulation are identical? I down't know of any time precision
> network protocol.
>
> 2) Run simulation only on server and transmit body changes to all
> clieants. Clients would contain only "dead" geometry, whose
> position and orientation is updated from server. But updates here
> have to be done every frame, which is very network bandwidth
> wasting.
>
> 3) Combination of 1 and 2. Clients do not recieve updates every
> frame. Instead, say twice a second, client recieve full update of
> relevant bodies dynamics (linear and angular speed), correct
> position and orientation.  Then until next update simulate body
> with those values. This looks good, but I am not sure, if it will
> work.
>
> If you could help me find solution for this problem either by
> advice or link to relevant articles.  Thanks for your help,
>
> Lukas
>
>
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