dennis.chen Posted May 24, 2013 Posted May 24, 2013 Hi all. As unigine reference manual mentioned,the update part of engine consisit of many updates. for some reason,i have to put engine.world->update() before engine.editor->update(). Am i on the right way ? thanks.
ulf.schroeter Posted May 24, 2013 Posted May 24, 2013 UNIGINE update sequence is fixed in the source code and most probably even if you would have source code access I would doubt that the order could be simply swapped due to technical design reasons -> you have to change your approach. You should describe in more detail what you exactly want to achieve
dennis.chen Posted May 28, 2013 Author Posted May 28, 2013 Hi,schroeter! i want to sync the animation of objectMeshSkinned in immersive CAVE system. The immersive CAVE system consist of Master applicaion and Slave appliton. the Master application syncs its viewport and scene to other Slave applications.and the sync operation excuted in scripts. the problem is that at one same frame,the animation would update(in engine.world->update()) after scripts update(in engine.editor->update()). it means that the slave application will alway be delayed by 1 frame.Thats why i put engine.world->update() before engine.editor->update(). In fact,animation sync when i change the update sequence. thanks.
ulf.schroeter Posted May 29, 2013 Posted May 29, 2013 Hm, Don't know if this has any negative side-effect, but of this fixes your +1 frame offset problems...nevertheless somehow I have a dump feeling with this approach, as I am not sure if it will give you stable results under heavy load and a lot of network load. As far as I understand both the master and all clients are used for rendering, causing a visible +1 mismatch between master and clients. When we did synchronized multi-channel rendering the master just run the simulation and state propagation and rendering was only done on clients. The clients were therefore always 1 frame behind master, but there where no visible de-syncs because ALL clients had the same lag.
dennis.chen Posted June 3, 2013 Author Posted June 3, 2013 Hi schroeter!. the way you mentioned that the master just update and clients only render is really a good idea . but I think the master need to sync all the scene to all clients .it will occupy too much bandwidth. My puzzle is whether or not My way has negetive side-effect and why?
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