We decided that it would be more efficient to have the clients run the physics simulations, but thanks for the links to all of the physics engines! If I'm ever looking to implement physics in Go again I'll come back to this:)
I think we are going to use a dedicated server but just have all of the physics logic done client side but all of the map logic done on the server.
Yeah I'm sort of worried about hacking, but the game should be pretty casual so there shouldn't be too much incentive to hack. But we all know someone will end up wanting to for some reason lol.I just set up the server and it's working pretty well so I'll try to explain it better. Player 1 will send their position to the server, the server then stores that position and sends it to anyone else who is connected. Player 2 who is connected, is receiving Player 1's position and it is displayed on his/her game. The display is an actual GameObject with physics (I am using Unity) so Player 2 can still collide with Player 1 and what not.
Woah I didn't know that at all thanks for showing me! I guess I'm going to have to account for this but I feel like using a completely separate physics engine might be over kill :/ Maybe I'll track more information on the server to make sure all of the objects are in the same place for everyone
On Monday, 11 January 2016 21:37:24 UTC+2, zachary...@gmail.com wrote:Woah I didn't know that at all thanks for showing me! I guess I'm going to have to account for this but I feel like using a completely separate physics engine might be over kill :/ Maybe I'll track more information on the server to make sure all of the objects are in the same place for everyoneAnd what will you do when they are not?You can easily end up with two problems, popping and/or terrible lag.Here's a suggestion, before moving forward, go read all Gaffer's posts. I.e. Game Physics, Game Networking, Virtual Go, Networked Physics etc. If you ignore all the equations, then it should be a very quick read. However, it will show all of these problems I mentioned and save you a lot of time in the end.http://gafferongames.com/ (everything on the right side)