This project has moved and is read-only. For the latest updates, please go here.

Syncing collisions

Topics: User Forum
Feb 8, 2013 at 3:23 PM
Edited Feb 8, 2013 at 3:46 PM
Hi there,

I am wondering if it's possible to do be able to exactly recreate a collision on different systems? I'm guessing this would mean that I always need to put the exact same value into World.Step? But I would like to make sure.

Feb 10, 2013 at 3:42 PM
Getting stable and accurate physics across different platforms in a networked system can be quite a challenge. The engine is deterministic, which means that given an input, it will always produce the same output, on the same platform. If you change the platform, it might calculate floating points differently and give a different result.

To truly get an identical simulation across different machines, is to play the simulation on a server, and send the results to the clients. If all your clients are x86 machines, I would not worry too much about it.

As for the timestep, you could run at a fixed timestep (1/60).
Feb 11, 2013 at 10:49 AM
Thanks for the reply. It will make things complex, but it will have to do :)