Game Development Community

PhysX for multiplayer games

by Adam Zeliasz · in Torque 3D Public Discussion · 10/15/2009 (10:41 pm) · 8 replies

If I wanted an environment with destructible buildings, objects that move with explosions/gravity guns, etc., is that possible with a multiplayer game?

Do you need Max to create PhysX destructible objects with the plugin, or can we do that in other modeling packages like Softimage 2010?

Thanks.

About the author

My name is Adam Zeliasz. I'm a designer testing out Torque 3D for an independent title. I specialize in modeling and animation, and well as web and print design.


#1
10/16/2009 (1:35 pm)
Hello Adam.

I do not know is it possible with Torque's network engine but it is possible for many games, look at PhysX powered games http://developer.nvidia.com/object/physx_good_company.html.

There are even tips and tricks for this on Nvidia site http://developer.nvidia.com/object/physx_tips.html#Network

And there are 2 PhysX plugins for Max and Maya only.
#2
10/16/2009 (6:25 pm)
Thanks for the links!

If the dev team could let me know if that's possible now with Torque 3D, or if it's in the works, I would appreciate it. :)
#3
10/16/2009 (7:26 pm)
Torque has a fantastic networking engine, built in and yes you can make a a multiplayer game with physX softimage has physx built into it so you do not need a plugin for it like max and maya, that is also indicated on nividia's page.
#4
10/16/2009 (7:40 pm)
That's good to know Kenneth. Although Matt Fairfax talked about PhysX not working within a multiplayer enviornment.
http://www.garagegames.com/community/forums/viewthread/103165

I'm aware that PhysX is build into Softimage, but I wasn't sure how to export breakable objects from that app and into T3D. You have great tutorials for max using the plugin, so it would nice to have a tutorial on how to with Softimage. Or even a brief explanation that I can test out if you have the time. :)
#5
10/17/2009 (1:37 am)
I guess they meant PhysX doesn't translate across the network, but each client calculates its bits. So if I understand it right, physics are still mostly cosmetic. Given the same parameters, it should probably end up looking the same on each client, while the server doesn't calculate it at all.
#6
10/25/2009 (2:38 pm)
That sort of large scale physical destruction in a multiplayer situation is extremely tricky to do well. Not to say people aren't doing it, just not very many ( Red Faction: Guerrilla ). So with that as a disclaimer, no, you cannot do that with stock T3D.

The method of creating ( exporting ) a breakable PxMultiActor for T3D is described in the documentation. As far as I know this has only been accomplished with the help of the 3DSMax/PhysX-Plugin at this time.
#7
11/05/2009 (3:52 am)
Hi, I'm a bit confused by the physics in a multiplayer game talk so just wanted to clarify.

I would not expect all physics calculations to transfer accross the network this seams to be the case. But:

I assume that something like a distructible house could be distroyed with physX in a multiplayer game if the physics part of the distruction was purly cosmetic. Correct?

For example player 1 Shoots a cannon.
I send a cannon fired event across the network.
Both clients trigger a predefined force that distroys the house
The houses on both clients could explode diffrently but they would both explode. The locations of individual pieces of the house would not be sent across the network or synced in any way.

I can't imagine using physx in a multiplayer game as discribed above causing any problems at all. Am I correct?
#8
11/05/2009 (4:02 am)
Yep. That's pretty much how it works. Were physics to be calculated on the server, you'd have a ton of physics updates travelling to all clients, choking the network. The rain of bullets in any average FPS is enough already :)