Determinism in vehicles
Posted: Fri Aug 29, 2014 10:09 am
Hi Norbo,
I am developing a multiplayer racing game. I have implemented the rewind-forward correction system, and it works very well with boxes. In order to correct the entities I rewrite the position, orientation, linear and angular velocities.
Now I am using vehicles, but the corrections are much more frecuents due to the differences beetwen the server and clients, Is the vehicle class less deterministic than simple boxes? Do I need to correct some other values of the vehicle?
I have disabled all the multithreading, and both, client and server are very deterministic themselves separately, they produce the same outputs with the same inputs, but the outputs differs between each other very soon.
I am developing a multiplayer racing game. I have implemented the rewind-forward correction system, and it works very well with boxes. In order to correct the entities I rewrite the position, orientation, linear and angular velocities.
Now I am using vehicles, but the corrections are much more frecuents due to the differences beetwen the server and clients, Is the vehicle class less deterministic than simple boxes? Do I need to correct some other values of the vehicle?
I have disabled all the multithreading, and both, client and server are very deterministic themselves separately, they produce the same outputs with the same inputs, but the outputs differs between each other very soon.