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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
08/24/2012 (3:49 am)
In a networked multiplayer environment, moving objects on the client are never guaranteed to be in the same position/orientation as the server. This is because the client runs behind the server. How closely the two match up depends on the latency of the connection. The client only knows for certain the last position/orientation that the server told it about, which is always at some point in the past.

This article is a great description of the networking scheme developed for Tribes, which is still relevant for T3D.
#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.