![]() ![]() Now both clients start to resolve the physics locally using floating point math. ![]() ![]() The server then records this and relays the information to the other client. When a player takes a shot, the power, angle, and spin is also truncated to a 5 digit fixed number and sent as an integer to the server. This way each client will have the balls at the same position regardless of cpu architecture and floating point implementation at game start. When the server first racks up the balls it truncates each ball's position to a 5 digit fixed-point number before sending the positions to the clients (each new game will have the balls at slightly randomized positions so that all breaks are unique) Hi, I developed the game client so I can tell you exactly whats going on.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |