Reakktor Media Technical Director Cyrus Preuss is back with his fourth and final dev diary regarding Black Prophecy's game physics. This time around, the focus is on the networking side of the equation, and the article does a good job of presenting the Reakktor team's networking challenges to the lay person.
"It must be noted that we are talking about a real first-person, respectively third-person MMO. So no server-sided dice play but real physical hit detection," Preuss says. "All of these mechanisms serve to determine what actually happens as precisely as possible. Every parameter adjustment has "logical" consequences as well as side effects that you can only track down with precise analysis."
Whether you're a physics major, or your eyes gloss over at the thought of balancing your checkbook, it's clear that Black Prophecy is a labor of love for Reakktor.
Hit this link to jump to the original article, as well as the first, second, and third parts of the Game Physics dev blog. Also be sure and stick with Massively all week as we will be interviewing the Reakktor team at GDC 2010.