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when are we going to see beamNG online?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by chea1337, Jun 29, 2014.

  1. chea1337

    chea1337
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    just was wondering when beamNG online is going to get released and how many people are going to be able to play in one server?

    it would be cool to see up to 16-32 people per server
     
  2. pulley999

    pulley999
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    -Not until 10 gigabit internet is standard

    You can hope for local splitscreen, though.
     
  3. Cardinal799

    Cardinal799
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    Not for a long time. Internet has to be able to send a lot of data at once, and currently, if we want MP to be good, we need wireless to make advances so we can send that much data.
     
  4. Dummiesman

    Dummiesman
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    Guys think about this logically , of course the whole jbeam isn't gonna be sent at one time, nevermind at all until something happens, e.g. the local client would tel the server if the jbeam moves, and how fast the wheels are spinning, and if they're slipping. Then when a beam breaks or deforms at a certain threshold, it would tell the server that a beam broke or deformed on vehicle x, update it on the clients.
     
  5. pulley999

    pulley999
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    But the problem is you're still sending the node values. Velocity, xyz coordinate 2,000 times a second for 500-700 nodes. Plus, all of the beams are deforming a tiny bit all of the time.
     
  6. Matthew

    Matthew
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    Considering GTA5, with cars that have a few damage points that update only a few times a second, can't keep it's cars even remotely synced, i have a feeling that keeping even 2 BeamNG cars (that have hundreds of nodes each and update 2,000 times a second) synced over high speed LAN would be an acheivement.

    I haven't seen a racing game yet that performs well over the internet. I just don't think it's possible any time soon for this game.

    Buuut, the team behind beamng do seem to be actual wizards so iunno :)
     
  7. deject3d

    deject3d
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    bandwidth isn't the issue

    how about you let the developers handle the technical details and answer these sort of threads.
     
  8. Dummiesman

    Dummiesman
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    Why would you send a velocity and xyz coordinate and who the hell gets 2000fps lol
     
  9. daveywaveyHD

    daveywaveyHD
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    you would need the cords to be able to show where the player is on another persons game. And it means that it does 2000 calculations (or something like that) a second for precision. (i don't know if that's what you mean or not, please say if i have got it wrong)
     
  10. Matthew

    Matthew
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    The physics core updates 2,000 times a second, regardless of FPS (unless your cpu isn't fast enough). That's why it's so accurate and responsive. There's probably a dev blog somewhere that explains it but i'm too lazy to look for it.

    That's why this game can only handle like 4-5 cars with a good cpu; it's far too intensive for a lot to be happening.

    And for online play i'd imagine you'd have to send things like, well, position, and movement. Just seems important for some reason...

    edit: davey you ninja...
     
  11. randomshortguy

    randomshortguy
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    I think the devs said somewhere MP isn't going to happen in the near future.

    Also Matthew is right - considering GTA V's positioning and damage system is super simplistic, and still freaks out with collisions with other player - imagine BeamNG with 32 players
     
  12. Bubbleawsome

    Bubbleawsome
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    Here's a quote I found on another forum for this thread.
    Here is another thing you can use later.
     

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  13. Dummiesman

    Dummiesman
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    Still it wouldn't be seinding it 2000 times a second, maybe once a second with an interpolated system for next coordinate of the object
     
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