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37
votes

Multiple World Physics Simulation

Physics

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It's nice that we have Physics.Simulate now, but it needs to go one step further to truly be useful.

Several special use cases, like client-side prediction in multiplayer networking or predictive physics games, also require the ability to simulate a subset of physics objects.

Since it's a niche application, creating GUI for it would just serve to confuse people, but as an API it would certainly see some use.

This way we could finally eliminate the need to use an external or simplified physics model to properly implement multiplayer functionality.

Comments (3)

  1. 0c627c9c07c6bb1350dbd06cf045804f?d=mm

    Razmot

    May 15, 2018 13:20

    This is useful too for the single player uses case of walking on a moving vehicle , and
    Physx is made for multiple frames of reference, it has its own concept of scene:

    https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/3.3.4/Manual/Introduction.html#world-and-objects
    "
    The PhysX world comprises a collection of Scenes, each containing objects called Actors;
    Each Scene defines its own reference frame encompassing all of space and time;
    "

    So it should just be a matter of exposing more of physx api !

  2. Ff4757b1535d48986ed961e7e0ea4c51?d=mm

    GambitAnimating

    Apr 18, 2018 00:49

    Definitely needed.

  3. 5ceebfff6f9cc131c6ed85ca1381730a?d=mm

    spectre1989

    Mar 30, 2018 20:20

    Really need this for multiplayer games, currently I'm selectively enabling/disabling certain GameObjects, but often I get diverging results

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