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Fuel 's new websites (X-post)

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2004-03-04       - By Barry Swan

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Reply:     1     2     3     4     5     6     7     8     9     10     >>  

Ok, am curious, because I am working on something extremely similar
myself :)
Firstly, it looks very nice indeedy, and collision is pretty good
generally (modelsunderray with proxies I assume?).
The models are very sweet :)

Basically I'm mostly interested in the MU stuff.
At a rough guess you are interpolating over a time interval then
extrapolating after using last direction.
Can you confirm / deny this? :)
Also, how many updates a second are you doing, what's the max number of
users per world and any idea on overall bandwidth?

The MU 'experience' as it were is pretty bad for me - not sure on other
people, but then again I'm still in Colombia - where's the server
located?

Interaction between people is minimal - I like the effort to collide
with other people but naturally it has it's limitations, particularly
with not very smooth movement (2 people walking towards each other will
pass through).

Basically gimme the lowdown, and in return, here's what I'm doing:

Each room - max of 8 people. It's FPS so you don't see the others.
Position / angle / state updates sent 4 times a second - I only send
data that has changed from last update.
I only ever interpolate, never extrapolate. This means even on an ideal
connection you are generally looking at an image 1/4 second > old (since
if I receive an update, even instantly, I use that as the end point for
interpolating from the previous snapshot). But of course, you have to
add your ping to this, and then each person is behind that by a minimum
by an amount equal to their ping (so in my case people might be up to a
second behind :( ) up to half a second (if their sending of data update
to the server is just past the server sending it's latest positions).

The plus side is you never get the walking through objects effect I see
almost all the time on yours, and movement is generally always at the
'proper' speed. It'd probably help yours if the ground was flat, that'd
cut out the majority of it :)
The bad side is that of course ping fluctuates so motion can be a bit
stop-start, although I'm hoping to sort this a bit more obviously.

No collision with people! Just didn't think it was worth it really -
might change my mind on this though since it's not that hard to ignore
objects if they end up intersecting - although this is highly likely to
happen should 2 people be moving - if 1 is stationary then proper
collision isn't hard to work out :)

I've yet to work out proper server load, but I'm hoping (probably too
much) that using MUS TCP 8 people should run fine on  a 56k modem.

I'll post up a demo as soon as I think it's stable enough - it's not far
off now, although it's looking ugly as hell.

Barry
gerbil@(protected)


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