ODE and multiplayer

Blitz3D Forums/Blitz3D Programming/ODE and multiplayer

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I can confirm this works by the way- I played with it.
However, i chose not to use it because i liked the idea of "more computers=shared power, Less CPU usage per computer"

You simply wont avoid lag. Over the internet, I'd probably use Kurix solution. Over lan, i find mine works well.

Oh, and dont forget to convert everything to floats/bytes before sending over the network :P then recompose the values at the other end.

EG:

A wheel is parented to the car body.... so you can get its local x/y/z coords... Now, usually, you could store the wheel locations LOCAL positions say... in a byte, by dividing the actual local position... so say, 0 means -1 and 256 means 1.... So you can send each wheel's coordinate in 3 bytes....

Usually, this will do fine, but it can give odd results because of its inacuracy with positioning.

you cant really use this with rotation- you can tell when youre not using floats :P so use FloatToStr :)
(Actually, the rotation of a wheel can be done using bytes- because theyre small)


So, just optimise... I hope you understand what i wrote... hehe...