3 ms·
The performance would be pretty bad. Every time someone placed or broke a block, the game would have to check if there was a heavy object above it that now has
by voldacar 7y ago
The performance would be pretty bad. Every time someone placed or broke a block, the game would have to check if there was a heavy object above it that now has to fall, if there was water flowing through that voxel that now has to be rerouted, etc etc. Combine this with many players in one world and you will not get many server ticks per second.
- lostmsu 7y agoThat can easily be engineered around using geosharding.
- Razengan 7y agoJust from the top of my head without thinking it through: If it was all deterministic, servers might just send player input and the physics simulations could happen locally on players' devices. And as the sibling comment said, multiple servers each handling a small region of the world (both gamespace and meatspace.)
- Unknoob 7y agoUser-side calculation makes it prone to hacking.