| I see. This helps a lot thank you. Thank you for your time. I respect you deeply and have valued your work. For box2d, in the past I added a function to delete the entire contact cache and then I experimented with either calling that every single frame on both client and server, or only during a rollback. In one game, I did the former and in most others, I did that latter. In those box2d games, the entire world was predicted/resimulated, including remote players. A smart smoothing technique was used on remote players to dampen network artifacts. It worked well, even sniper rifles worked well. (The player movement had a certain flavor) I am currently building something custom on top of Jolt, but will experiment with box3d. The smart detection of what needs to be resimulated is something I'm just about to start on. My mind is turning on how partial resimulation could be done on top of box3d's 'keyframe' recording system.... |