Unreal Networking Architecture

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x3n
Baron Vladimir Harkonnen
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Unreal Networking Architecture

Post by x3n » Wed Dec 08, 2010 1:58 pm

I just stumbled upon this document, maybe this is already known to you, but I think it's quite interesting. There are many parallels between the network engine in Orxonox and Unreal. Maybe this gives us some new ideas (see sections like "Performance Tips" or "Player Movement and Prediction").

http://udn.epicgames.com/Three/NetworkingOverview.html
Fabian 'x3n' Landau, Orxonox developer

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x3n
Baron Vladimir Harkonnen
Posts: 810
Joined: Mon Oct 30, 2006 5:40 pm
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Re: Unreal Networking Architecture

Post by x3n » Wed Dec 08, 2010 2:10 pm

some interesting quotes:
Physics simulation is run on both the client and the server.
For quick special effects, spawn the special effects Actors purely on the client side.
the client calls his MoveAutonomous to perform [...] movement locally, and he stores this movement in a linked list of remembered movements using the SavedMove class.

[after receiving a position correction from the server] the client goes through all of the SavedMove='s in his linked list. All moves earlier than the =ClientAdjustPosition call's TimeStamp are discarded. All moves that occurred after TimeStamp are then re-run by looping through them and calling MoveAutonomous for each one.
Fabian 'x3n' Landau, Orxonox developer

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