crossmr
(crossmr)
December 1, 2020, 7:02am
12
Jambax:
Source didn’t pull it off years ago. The engine can simulate physics objects on the network without issues, but like every other engine before it, it doesn’t do complex prediction or reconciliation out of the box.
I want to be absolutely clear - predicted physics for player-controlled objects in a multiplayer game is an unsolvable problem , largely due to the way physics engines work. This is unless you have a very specific, very tightly controlled game loop and can afford to rewind/resimulate the entire physics scene state - for example, Rocket League.
I wasted years on this by the way, I have the scars to prove it - if you guys want to go all in feel free, but from this guys position the general consensus (from everybody I’ve spoken to too), is that it cannot be done on a “general” level.
Epic are currently investigating a deeper physics integration with their new network prediction plugin . I’m watching this with a keen eye, as whether this will amount to anything I’m not sure.
I don’t suppose you’d consider showing off something simple like a basic tutorial on how you’d do something like the ball from rocket league? I know a lot of people learn better from a functioning example they can mess around with and change to learn how it actually works.