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::How about we use a own very lightweight physics engine (fall-down, push this, pull that) for the environment, but for animations and stuff absolutely not related to gameplay, Box2D? It would be just for eye-candy (flying body parts, destroyed objects) and would give the game the "wow, nice" feeling. The own leightweight engine could still allow us to have the effect of "push block from cliff -> kill enemy" without killing the server. --[[User:Chaosteil|Chaosteil]] 01:23, 4 July 2008 (CEST)
 
::How about we use a own very lightweight physics engine (fall-down, push this, pull that) for the environment, but for animations and stuff absolutely not related to gameplay, Box2D? It would be just for eye-candy (flying body parts, destroyed objects) and would give the game the "wow, nice" feeling. The own leightweight engine could still allow us to have the effect of "push block from cliff -> kill enemy" without killing the server. --[[User:Chaosteil|Chaosteil]] 01:23, 4 July 2008 (CEST)
 
We did some talk about the physics engine in the IRC Channel. Basically we will tie the player physics to the client and only let the server broadcast it to the other players. (Still lightweight, since the AI of the enemies is on the server). Shooting stuff is accomplished by sending the position and trajectory vector to the server and let him decide who dies. Box2D is used only for animations to make the whole thing look dynamic, but it won't affect gameplay at all. For lag compensation etc. we'll use a timestamp system. If I forgot something, please write it down here, guys --[[User:Chaosteil|Chaosteil]] 00:07, 5 July 2008 (CEST)
 
We did some talk about the physics engine in the IRC Channel. Basically we will tie the player physics to the client and only let the server broadcast it to the other players. (Still lightweight, since the AI of the enemies is on the server). Shooting stuff is accomplished by sending the position and trajectory vector to the server and let him decide who dies. Box2D is used only for animations to make the whole thing look dynamic, but it won't affect gameplay at all. For lag compensation etc. we'll use a timestamp system. If I forgot something, please write it down here, guys --[[User:Chaosteil|Chaosteil]] 00:07, 5 July 2008 (CEST)
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::I just mowed the lawn, and we live in the south, and it is a BIG lawn, so excuse me if my rantinging make little sense. I kinda had a bit of that idea in mind, and doing monster AI on client side would be more difficult, but ultimately spread the lag out (instead of concentrating it onthe server), but whatever is fine. As for flying body parts, just send a flag for when someone dies to all the clients that "it be dead by means of an explosion" and have each client run the physics on their own (meaning that the trajectory on every client of the body parts will not be synchronized). Make sense? Anyhow, I am about to faint from exaustion, so ima go play flash games and lie on my bed, bye yall... I will try to get an IR thing on my laptop soon. --[[User:CloneDeath|CloneDeath]] 21:22, 5 July 2008 (CEST)
    
== Coding style/Naming convention ==
 
== Coding style/Naming convention ==
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