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Chaos Bikcin
Registered User
Join date: 10 Jun 2007
Posts: 296
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11-11-2007 08:27
What physics card would work best with the Havok physics engine on SL, i don't want the physics to slow it down when Havok4 comes out?
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Tengu Yamabushi
Registered User
Join date: 25 Sep 2005
Posts: 191
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11-11-2007 08:29
The physics engine runs server-side. In other words, you don't have to worry about your client being compatible with anything (and a physics card on your end would not make a difference in the slightest).
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Chaos Bikcin
Registered User
Join date: 10 Jun 2007
Posts: 296
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11-11-2007 09:26
From: Tengu Yamabushi The physics engine runs server-side. In other words, you don't have to worry about your client being compatible with anything (and a physics card on your end would not make a difference in the slightest). i didn't think the actual calculations were done server side, no wonder SL gets laggy,lol
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Tengu Yamabushi
Registered User
Join date: 25 Sep 2005
Posts: 191
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11-11-2007 09:49
Think of it this way... you and a friend set up some ninepins (American bowling) - you pitch the ball... some pins are hit and fall, some pins hit other pins, more pins fall (and some don't). If the physics were done clientside, it's quite possible that the results would be different for you and your friend. That might cause some arguments about score, if nothing else 
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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11-11-2007 11:30
There is some scope to do some physics client-side, for example handling physics for your own avatar, possibly some other cases.
But the majority of physics must be done server-side or they can't be relied upon.
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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11-11-2007 11:33
From: Chaos Bikcin i didn't think the actual calculations were done server side, no wonder SL gets laggy,lol You'd rather every client doing all the physics itself then syncing up with every other client in the area?
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