[MUD-Dev] Prediction (Was: Quake II has gone GPL)
T o F
mailinglist1 at free.fr
Fri Mar 22 16:56:35 CET 2002
On Wed, 2002-03-20 at 13:16, shren wrote:
> What seems to happen in most games I've played extensively is that
> either no collision detection is done, and A can run through B.
> Or that both the server and the client do collision detection, the
> server to determine exact position and the client for cosmetic
> reasons. The client tries to make best guess decisions about
> where you can go, and show you going there, but if it ever makes
> an error the server overrides and snaps you to the correct place.
> In the case above, A would see on his screen himself entering the
> building, the server would note that A can't get inside the
> building, and the server tells the client to relocate A outside
> the building.
> I'm pretty sure you can see this effect by hopping on UO and
> having someone cast paralyze on you. You'll be running along,
> you'll get paralyzed, and you'll snap back to the spot you were
> paralyzed at.
Thanx for all theses explanations.
Yeah, i saw it on most mmpg, even not massive ones. Two questions
are coming, according to me:
- how many times would it happen ? if the network latency is
correct, and the game is not too fast (we're speaking about
PnP-rpg like, not diablo like:) it should not happen very
often. When i saw these 'snaps', it was mostly because my
connection was slowed down, very ponctually. Actually it's again
linked to server scaling...
- is it so terrible ? The goal of the prediction is to make the
game client-side more responsive. One or two bugs may be easily
accepted if the game-desing is not only moving/fighting oriented.
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