PackUpdate and writePacketData
by Aaron Murray · in Torque Game Engine · 03/03/2002 (12:19 pm) · 2 replies
Not a super long question here, just need to get this straightened out... What is the difference (intended use) of the member functions PackUpdate and writePacketData? Thanks!
Associate Mark Frohnmayer
Basically, in order for client-side prediction to work properly for the object a client is controlling, the server must communicate the full simulation state of the object to the client that is controlling it. For all other clients, the server only needs to send data that is necessary for the object's presentation in the game, and that data can be pared down in terms of accuracy.