<!--quoteo(post=1726087:date=Sep 4 2009, 08:32 AM:name=KonserniJohtaja)--><div class='quotetop'>QUOTE (KonserniJohtaja @ Sep 4 2009, 08:32 AM) <a href="index.php?act=findpost&pid=1726087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't it be done so that the server does one set of calculations (continuously of course) and simply sends it to all players? I mean they are in the same game and therefore should see everything the same way, right? [...]<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1720199:date=Jul 31 2009, 02:46 PM:name=Dalin Seivewright)--><div class='quotetop'>QUOTE (Dalin Seivewright @ Jul 31 2009, 02:46 PM) <a href="index.php?act=findpost&pid=1720199"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm pretty sure that would cause problems with replication. The problem with such a physics object is that a varierty of things can affect it. So you shoot a box, and the server server sends the start position of the box and the end position (which would still have to be calculated server-side unless you let the client do that too...). If there was absolutely Zero lag and <b>nothing</b> interacted with the box at all (which is extremely unlikely in real game situation where the game doesn't turns the physics off after a situation like this, which isn't practical) then you would probably be fine.
The problem though is that in a real game, clients on a server would very rarely have a 0 lag, their ping would be >0 unless they were extremely near the server box or playing directly on it. This means that one player could jump on the way of the moving box, perhaps it kills the player, perhaps it doesn't, but the player interacts with the box. This would likely cause the box to change directions, giving a new start position (and possibly an end position). If a players ping is even low, their client, calculating the actual physics of the box would still have the old coordinates. When the new coordinates are received, the box could do a variety of things such as jumping around (because the new start position doesn't correspond with the old start position or end position and the box could still be in the middle of its old calculated trajectory in the air), so what you then get is Out of Sync issues.
Furthermore, if Player As computer is much faster than Player Bs computer, the physics could be calculated faster and the box might end up being launched into the air before Player B sees that launch which causes other Out of Sync issues. The server should handle most of this stuff to keep everyones client in sync.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dystopia features movable physics objects in most of the maps, in some of them you can even gain some slight strategic advantage from using them! However, Dystopia also suffered from lagginess, general jerkiness at times and non-regs. I don't know if these two are connected in any way, but...
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<!--quoteo(post=1720199:date=Jul 31 2009, 02:46 PM:name=Dalin Seivewright)--><div class='quotetop'>QUOTE (Dalin Seivewright @ Jul 31 2009, 02:46 PM) <a href="index.php?act=findpost&pid=1720199"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm pretty sure that would cause problems with replication. The problem with such a physics object is that a varierty of things can affect it. So you shoot a box, and the server server sends the start position of the box and the end position (which would still have to be calculated server-side unless you let the client do that too...). If there was absolutely Zero lag and <b>nothing</b> interacted with the box at all (which is extremely unlikely in real game situation where the game doesn't turns the physics off after a situation like this, which isn't practical) then you would probably be fine.
The problem though is that in a real game, clients on a server would very rarely have a 0 lag, their ping would be >0 unless they were extremely near the server box or playing directly on it. This means that one player could jump on the way of the moving box, perhaps it kills the player, perhaps it doesn't, but the player interacts with the box. This would likely cause the box to change directions, giving a new start position (and possibly an end position). If a players ping is even low, their client, calculating the actual physics of the box would still have the old coordinates. When the new coordinates are received, the box could do a variety of things such as jumping around (because the new start position doesn't correspond with the old start position or end position and the box could still be in the middle of its old calculated trajectory in the air), so what you then get is Out of Sync issues.
Furthermore, if Player As computer is much faster than Player Bs computer, the physics could be calculated faster and the box might end up being launched into the air before Player B sees that launch which causes other Out of Sync issues. The server should handle most of this stuff to keep everyones client in sync.<!--QuoteEnd--></div><!--QuoteEEnd-->
However, Dystopia also suffered from lagginess, general jerkiness at times and non-regs. I don't know if these two are connected in any way, but...