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 ------------------------------------------------------------------------------ The NEW KODAK i700 Series Scanners deliver under ANY circumstances! Your production scanning environment may not be a perfect world - but thanks to Kodak, there's a perfect scanner to get the job done! With the NEW KODAK i700 Series Scanner you'll get full speed at 300 dpi even with all image processing features enabled. http://p.sf.net/sfu/kodak-com _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list