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2003-02-10, 11:44 AM | [Ignore Me] #16 | ||
Lieutenant Colonel
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I imagine the problem with ragdoll physics is the same as anything else cool they leave out, lag. I bet netcode for lag doll, er... rag doll physics is quite big, since it is another calculation, in many points, of a death, while an animiation is just a "play" coding.
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2003-02-10, 12:17 PM | [Ignore Me] #17 | ||
Lieutenant Colonel
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now why cant i delete posts???? This is soo odd.......
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Former Commander General Of The Freedom Corp Grab the next Galaxy to our HQ Join us!! For Freedom! For Victory! Charge!!! ------------------------------ "All that and a bag of psychedelic mushrooms!" ------------------------------ "Attack rapidly, ruthlessly, viciously, without rest, however tired and hungry you may be, the enemy will be more tire, more hungry. Keep punching." Last edited by MrVulcan; 2003-02-10 at 12:20 PM. |
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2003-02-10, 12:28 PM | [Ignore Me] #18 | ||
Corporal
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Actually, the ragdoll physic usually does not use that much lag, because in most cases, the 'ragdoll' or 'physic' effect is client side only. From the moment the entity (player) dies, the servers sends that information to all the clients, and the clients activates the ragdoll.
So not everyone sees the death the same way. I'm not sure if this is how UT2003 deals with this, but that is how 'RainbowSix3: Ravenshield' deals with it. Everyone sees the dead bodies differently. So no lag issue. If you choose to 'activate' the ragdoll effect, you just need a little 'more' cpu juice. And for sure, it would be a very nice addition in the planetside universe to have that kind of physics for dead bodies and flying vehicules that crash-land. |
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