Battlezone Universe

Battlezone Universe => Overdrive Terminal => Topic started by: GSH on August 12, 2009, 03:00:08 PM

Title: BZ2's network model - it's not alone
Post by: GSH on August 12, 2009, 03:00:08 PM
See http://www.gamasutra.com/view/feature/4052/networks_with_letters.php (http://www.gamasutra.com/view/feature/4052/networks_with_letters.php) .

-- GSH
Title: Re: BZ2's network model - it's not alone
Post by: AcneVulgaris on August 12, 2009, 11:00:19 PM
So how did you account for the physics in BZ2?  Collisions in particular seem like they'd totally blow that method out of the water.
Title: Re: BZ2's network model - it's not alone
Post by: Nielk1 on August 12, 2009, 11:33:01 PM
One thing I note is they refer to sending all the previous events for the deterministic system but I think BZ2 instead just sends all the current situational data when joining/re-syncing.
Title: Re: BZ2's network model - it's not alone
Post by: Red Devil on August 13, 2009, 12:12:47 PM
I wonder if a matrix of ints could be used instead of floats so that the position in the matrix could be used to determine position, heading, and attitude.
Title: Re: BZ2's network model - it's not alone
Post by: Red Devil on August 13, 2009, 12:50:44 PM
Forget what I said.  You've already talked about this  before, so that's where I got that from.   :roll:

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