Why is Vehicle::updatePos called on the client?
by Dan Keller · in Torque Game Engine · 04/14/2009 (1:23 pm) · 2 replies
I ask because it updates the collisions and the forces acting on the vehicle, which (to my knowledge) is not useful on the client side.
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04/14/2009 (5:14 pm)
It's called once per tick on both the server and the client from the processTick function, so I think for this function in particular that's quite right.
Associate Orion Elenzil
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for a given object, the server calculates physics about 32 times per second. (or maybe 10; i'm not sure). so the client gets updates from the server at most that frequently. however the client framerate is likely quite a bit higher, so the client ticks its copy of the simulation each frame. when the next update from the server comes along, the client makes any corrections between its own simulation and what the server is sending.