Game Development Community

Physics in Rocket Bowl

by OtakuNoZoku · in General Discussion · 09/22/2005 (4:47 pm) · 2 replies

I'm wondering if one of the developers at Large Animal wouldn't mind answering some questions with regard the physics of Rocket Bowl. I know at one point they did give some feedback to a forum thread but I can't seem to find it doing a search.

I've currently gotten the current HEAD of ODE well integrated in to the current HEAD of TGE and all is well except that I am trying to make the physics processing optimal for the user experience by moving all ODE physics on to the client side of the equation. As the game I am developing is completely single player (both server & client are the same process) and the game will never be a multiplayer game there won't be a problem of cheating and I don't need the "authoritative server" aspect.

The problem I am facing is actually getting the client-side to force changes back to the server-side so that all objects within the game world remain in sync on both sides of the equation. I am guessing that Large Animal probably faced these same difficulties so I was wondering if I could beg some time and get some pointers on how to do it.

#1
09/22/2005 (4:51 pm)
Okay, so I found the original thread I was looking for by smushing Rocket & Bowl together. :-)

Would still like to interrogate one of the RocketBowl (smushed name) developers on how they got around some of the ODE/TGE integration issues. :-)
#2
09/23/2005 (9:35 am)
From what I gathered the only issue was going to be if they tried to make the game multiplayer. I have read many posts saying it isn't too difficult to get ODE working in Torque for a single player game.