![]() I don't know which values a nodes brings along, but I could imagine these needs to be send over, and I am going to assume the types here:Ĥ. If the local player on the other end crashes into another player, the other end calculates where those 16 nodes end up, and transfers those back to the local player, making it look like the local player on the local computer crashed into the other players car.ĭata wise that really shouldn't be an issue. ![]() You could make the local player like a non physics object (aka normally you would drive through it). Ofcourse you would have delays which would mean clipping. Then, when a collision happens, you take those nodes and let the other nodes react around those nodes (because they are connected). ![]() You have a skeleton network with nodes and beams around a vehicle right? And thats the tricky part, because if you would send over every node's position you would indeed get into huge issues.īut what if you take only a few nodes and send those over? Like on every corner of the car (you would talk about aprox 16 nodes). You want an idea? Ok, here we go (this has been on my mind for some time now, and might still not be feasible):
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