Networked Physics with PhysX

That’s correct, which is why for the most part collision between two dynamic objects over the network is an unsolvable problem. Even Ubisoft haven’t cracked it yet, there’s still a lot of research to do:

http://www.gdcvault.com/play/1024597/Replicating-Chaos-Vehicle-Replication-in

Elhoussine linked me to this on Twitter. They take some interesting approaches. They use P2P, but funnily enough it looks like S2C works better for this.

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