06.12.2017, 12:16
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Last edited by Aliassassin123456; 06/12/2017 at 01:18 PM.
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It would be interesting to know how this plugin affects the performance of the server (I think it takes a lot of resources) and if it would be possible for SA-MP developers to implement a proper collision engine on client-side, with syncing code on server-side.
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Also not much CPU because I have limited stepSimulation to be called in a rate instead of being called rapidly.
Well, it depends on your CPU mostly, more powerful CPU, more objects can be simulated at once, however you should also consider RakNet and ackslimit when simulating lots of objects in a specific streamed area, it will send 2RPCs per step simulation (per-player ofcourse)
And about doing it in client-side, well, still you need to put some checks and communication between the server and the client, it won't look pretty that way.
SA-MP's ped movement synchronization contains velocity, let's consider Counter-Strike 1.6 as our synchronization doesn't contain velocity and just the position and rotation, have you played it? Have you seen how lag looks like there? That's exactly how lag looks like with simulation.