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Client Side Physics

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Sever side VS Client side physics.

The difference between server side and client side physics.


Server Side

Server Side Objects
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Server Side Objects


Server side physics are used when all clients (players) need to be synced with each other and the server. This is important because for example, player A shoots a barrel, player B will need to see the exact same thing otherwise, player A could perceive to shoot at player B when player B is in front of the barrel while player B on his client could be behind the barrel.

Server side physics are typically used for bigger objects like the aforementioned barrel. And are also used when the clients and server need to be synced with each other.

They are also usually cut down versions of the client side physics, to help with network traffic and the servers CPU usage.

Client Side

Client Side Objects
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Client Side Objects

Client side physics are typically used when Interpol ability between client and server are not needed. It is perfectly normal for a player to shoot a cup at 1 side of the map, and when player at the other side of the map comes into contact with this cup it will be in it's original position, while for the player who shot it, it could be several feet away.

Client side physics are typically used for smaller objects like the aforementioned cup. And are also used to cut down on non essential physical items to keep the load off the server.

They usually use the full power of the imbedded havok physics engine.

Other Notes

Typically you can't shoot through server side physical items. On the other hand you can shoot through the client side physical items.

Server side physics and client side physics can't physically affect each other.

In CS:S the ragdoll is physically simulated on the client side.

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