tokamak physics thread 4

Blitz3D Forums/Blitz3D Programming/tokamak physics thread 4

I wouldn't do that, as there would be a noticable lag between action and reaction on the client side.
What I'd do is say player A shot a box, that goes flying across the room. Player A calculates the physics for it, and sends a constant force to the server, that ensures the same response happens, this force/impulse is then sent to all other clients.
You can optionally send updates to keep it in sync, in case there was a bad bit of lag when it was first 'hit'.

If you let the server handle all the physics, when player A hits the box, the box won't move until the server has sent a response back the player. This won't be bad in good games, but lag would make the game look very juddery, where as if you do the physics client side it may snap now and then, but it'll be smoothr.

And imagine the player..you want him to move and push boxes etc out of the way instantly, or you break the natural feel of the gameplay.