Networked physics
Download
1 / 8

Networked Physics - PowerPoint PPT Presentation


  • 100 Views
  • Uploaded on

Networked Physics. Ogre, Bullet, OgreBullet , and RakNet. Introduction. Problems with networking a video game. Key parts of each library needed to create a networked game. How the parts of each library work together to help us achieve our goals. Implementation Details.

loader
I am the owner, or an agent authorized to act on behalf of the owner, of the copyrighted work described.
capcha
Download Presentation

PowerPoint Slideshow about 'Networked Physics' - studs


An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript
Networked physics

Networked Physics

Ogre, Bullet, OgreBullet, and RakNet


Introduction
Introduction

  • Problems with networking a video game.

  • Key parts of each library needed to create a networked game.

  • How the parts of each library work together to help us achieve our goals.

  • Implementation Details.


Problems with net working video game
Problems with Net Working video game

  • Knowing when a scene node has been moved.

  • Knowing when a node has been added into the scene.

  • Knowing when a node is removed from the scene.

  • Knowing everything about each changing element within the scene.

  • There is still more to keep track of but this is only the thing which relate the scene.


Problem summary
Problem Summary

  • Keep track of scene.

  • Make updates to the scene.

  • Compute physics of elements within the scene.


Key parts of each library needed to create a networked game
Key parts of each library needed to create a networked game

  • Libraries

    • Ogre – Rendering and Scene Graph

    • Bullet – Physics.

    • OgreBullet – ties and Bullet and Ogre together.

    • RakNet – Network communication.


So which parts of our libraries can help solve our goals
So which parts of our libraries can help solve our goals?

  • From Ogre

    • Ogre::SceneNode can be used for keeping track of the items in the scene via name.

    • Each Scene Node has a name, which must be unique throughout the whole scene.

  • From Bullet

    • btMotionState is the class which can be used to receives updates for bullet.


So which parts of our libraries can help solve our goals1
So which parts of our libraries can help solve our goals?

  • RakNet

    • We need message identifiers and the ability to send names, positions and rotations easily.

    • So that means the DefaultMessageIDTypes and the RakNet::BitStream.


So which parts of our libraries can help solve our goals2
So which parts of our libraries can help solve our goals?

  • From OgreBullet

    • Because of the nature of OgreBullet we need multiple things from it, being those classes within the library which bring Ogre and Bullet together.

    • OgreBulletCollision::ObjectState is the type which derives from btMotionState.

    • OgreBullet doesn’t do anything directly with Ogre::SceneNode creation. Which means we can set the name ourselves.