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Perfect Red Orchestra

Would be interesting, but I have a feeling the maps would become very cluttered, very fast. Not to mention if a tank gets destroyed in a key chokepoint and blocks off the whole map. Also, ragdolls (bodies) and such are rendered client side, so they're in a different position for everyone.
You could have sappers to clean up the mess.

Anyway, about the ragdolls. Isn't it possible to have something similar to Enemy Territory: Quake Wars where the Area-of-Relevance technology on the server computes what data is important for the client?
This way you can do low-level synchronization of ragdoll body trajectories and positions.
You only need the final location of the ragdoll body anyway, if you have spare bandwidth and low enough latencies the trajectory and multiple positions during movement of it could be synchronized additionally.
When there are no collisions with the ragdoll detected, the server should disable physics on it like in Second Life.

This way, Tripwire Interactive could revolutionize gameplay physics for online gaming purposes. It probably takes alot of time to develop and debug such a system.
 
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