[ODE] Re: ODE on multiplayer games

Ruud van Gaal ruud at marketgraph.nl
Thu Mar 24 00:07:35 MST 2005


...
> > It seems as if you either need to update -everything- at 
> once, causing
> > a freeze, or you need to update gradually
> 
> I don't understand the difference between these.

Problem is that collisions can lead to severely different states. For
example, take a car sim: on one node, a car bounces of another and moves
away. However, the node (in a client/server env) only controls 1 car;
the other car is handled by some other node. The client's car collides
and bounces back, but on the other car's node, the collision may not
have happened yet, but the car has already bounced so never collides on
that other node... Giving one-sided collisions.
That's exactly the trouble I'm having currently, thinking of sending
dContact's across the network to get the responses to match a bit, and
see what happens.

Ruud



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