Re: Multiuser synch

"Danny Kodicek" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <956D07BDA54F41EA8E6DE2D9076B7717@Home>

> Danny Kodicek wrote:
>> Actually, what I'm running is a science simulation, and because it needs 
>> to
>> be deterministic (or as near as we can make it) we do tie it in with the
>> frame rate. It's more important that they're synched than that they have
>> smooth physics experiences.
>>
>
> If you want it to be deterministic, you absolutely need a fixed time step.

This is kind of going off-topic and I suspect that we're using different 
words for the same thing. My point is that the physics isn't tied to real 
time at all, time is simply measured in frames. It is a fixed time step, in 
the sense that as long as two people run for the same number of frames, at 
the end they will be in the same position (however long it takes in real 
time)

Danny 


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