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Multiplayer Bullet PhysicsTriangle collision problems

by Ronald J Nelson · in Game Mechanics Kit · 05/29/2010 (12:03 am) · 1 replies

I have been testing this quite a bit. Primarily the problem is most obvious with the terrain with the stock GMK implementation using Bullet in TGEA 1.82.

However, if you use the fix I made in one the early threads in this forum and set it to not use the mission bounds you see a massive difference.

For example, with the bounds used objects are not visible on a client until collided with by the client which sets its enabled/active modes to true. Even then the objects have problems and fall through the terrain regularly only to be repositioned during the next position update.

Now when not using the mission bounds, or just using a static object for the terrain and no actual terrain object, the GMK objects are present, visible, and react fairly well with far less of a position update problem.

Now if I were to take a guess, I would say the polylist being generated from a mission bounds is probably not being placed in the same position on the client as the server. The second part where there is the occasional pass problem might be solved with implementing Bullet 2.76 as that seems to have been an area of concentration in this update, but possibly changing the rate the updates to the position information might help.

#1
06/04/2010 (2:49 pm)
OK the GMK is not at fault here, I isolated this down to what appears to be a Torque bug. The MissionArea object is not being ghosted to the clients so they never creat the physics object for the terrain.

I tested this with a clean version of TGEA 1.82 and the results were identical. I started a thread here:

www.torquepowered.com/community/forums/viewthread/116157