Wedge uderstands.
I think people don't understand entirely what is meant by similiar. The physics calculations performed on every client is the same. If you put a bomb behind a window, all clients standing in front of the window will see the window fly toward them. But where the brick actually lands could wildly vary by quite large distances. Keep mind that because of slightly different launch angles, the brick's "position" (the brick doesn't really even exist according to the server) will become even more innacurate. Cool effects like snow and rockslides that don't need accuracy are fine. Save a projectile for your cannons. Build contraptions with the uderstanding that there is a good chance of failure, especially if it's complex or large. If the goal is to slide boxes down a slope for a factory or baggage claim, don't rely on gravity to do your work for you, (unless you want boxes of blockos to hilariously fall off the production line) launch them down using a fakekill event with impulse.
I have an idea: instead of every client calculating the brick's path, its calculated by the server. That data is sent to every client that has got physics enabled. All players will see the same thing.
Haha. They chose client-side calculation for a reason. Server-side calculation would drastically increase lag and would result in lower frame rates for players with lower end computers.
Wow, I can't believe we never thought of this before... We're such IDIOTS!
How?
It'd have to transfer data about the position and velocity of every exploded brick, every 10-100ms, to every player in the server. The server would also have to calculate it much more accurately than it does now, without the 'fudge' calculations (where it misses bricks out to reduce lag) or ones with no collision to ensure the physics actually looks right.
If you want epic victory, implement your superior scheme and show it running on normal internet connections/hardware.
Haha, don't tell him that. He'll start asking for the game source again.
I already posted about the bandwidth requirements for this. Do the math. It gets expensive fast.If you want epic victory, implement your superior scheme and show it running on normal internet connections/hardware.