这似乎是Box2D的对ActionScript 3的不确定性,这意味着,在多人游戏wheere物理起着决定谁赢/输了重要的作用的情况下,其结果将是为每个用户不同的,如果他们的microprocesors来自不同的技术(英特尔和AMD为例)。
It seems like Box2D for actionscript 3 is not deterministic, it means, in the event of a multiplayer game wheere physics plays an important role in determining who wins/loses, the results would be different for each user if their microprocesors are from different technologies (intel and amd for example).
那么,有没有一种方法来实现在AS3确定性物理学?在此之前实现?
So, is there a way to implement deterministic physics in AS3?, was this achieved before?.
感谢。
推荐答案我曾经有过这个问题。
我们使用的Havok引擎的冲击波董事模拟逼真的2玩家的3D台球游戏。
We used Havok engine in Shockwave Director to simulate a realistic 2-player 3D pool game.
这是最好的在服务器的准确性和安全性上进行处理。但是,我无法承受任何服务器端的物理处理,以及客户端处理了不同的结果,为不同的客户,即使启动参数都是一样的。
This is best be processed on the server for both accuracy and security. However, I was not able to afford any server-side physics processing, and client-side processing gave different results for different clients even when starting parameters were the same.
我们的情况下是不适用于任何多人游戏100%,但可以适用。这是一个回合制游戏中,每个玩家发一击,球被Havok的处理,双方球员必须看到同样的最终结果。
Our case is not 100% applicable to any multiplayer game but can be adapted. It was a turn-based game, each player made a strike, balls were processed by Havok and both players would have to see the same final result.
所以,我们做了以下内容:
So, we did the following:
总的来说,这并不看的太顺利,但它会确保每个回合玩家一开始会看到相同的播放配置。
Overall this doesnt' look too smooth but it will ensure that on start of each turn players will see identical playing configuration.
应用这种方法更通用的一种多人游戏(如,持续的行动,没有转弯,超过2个玩家)的类似的事情可以做:
Applying this method to a more generic kind of multiplayer games (like, continuous actions with no turns, more than 2 players) the similar thing can be done:
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任何的方法来实现在AS3确定性物理学?
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