Server Object, Ghost Object and Client Object, I need of details please?
by Jean-louis Amadi · in Torque 3D Professional · 08/24/2012 (2:56 am) · 4 replies
So, a server object is on the server side and can be replicated into a Ghost on the client, a client can be a ghost but a ghost object is not always a client object.
1-Is that the ghost object exist with 2 instances? one on the server and one one the client after the replication, or is that the ghost is exclusively on the client side after the replication?
2-If i wish my ghost object is exactly to the same position/orientation than the server object, it seem that is not possible,even with all data passing by packUpdate(NetConnection *connection, U32 mask, BitStream *stream) and unpackUpdate(NetConnection *connection, BitStream *stream). Why? Have you an idea?
Thank you.
1-Is that the ghost object exist with 2 instances? one on the server and one one the client after the replication, or is that the ghost is exclusively on the client side after the replication?
2-If i wish my ghost object is exactly to the same position/orientation than the server object, it seem that is not possible,even with all data passing by packUpdate(NetConnection *connection, U32 mask, BitStream *stream) and unpackUpdate(NetConnection *connection, BitStream *stream). Why? Have you an idea?
Thank you.
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#3
08/24/2012 (9:01 am)
You can find the PDF version that has the graphs and other images that goes along with that paper at www.pingz.com/wordpress/wp-content/uploads/2009/11/tribes_networking_model.pdf. www.pingz.com also has other game networking related references you might be interested in too.
#4
08/25/2012 (2:51 am)
Very interesting, thank you.
Torque Owner Guy Allard
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This article is a great description of the networking scheme developed for Tribes, which is still relevant for T3D.