Hi there!
I am thinking to make a new game that will be multiplayer and use ODE for physics and collisions. But, I have some questions on that.
In my previous multiplayer game, I simply sent the local player coordinates to all the other players. On their computers, it was simply a matter of receiving the coordinates and placing the entity using positionEntity (absolute).
But, now with physics, there's a problem. When player A hits player B, it will cause a reaction, for example they will bounce.
In theory, only one computer will actually need to perform physics and send coordinates, right? Or...I really don't have an idea what happens when all clients run physics and what I need to send through the network.
How am I going to implement a right way to do this?
How is this usually done? Sending absolute coordinates and positioning entities here...it feels just wrong, somehow.
Thanks!
I am thinking to make a new game that will be multiplayer and use ODE for physics and collisions. But, I have some questions on that.
In my previous multiplayer game, I simply sent the local player coordinates to all the other players. On their computers, it was simply a matter of receiving the coordinates and placing the entity using positionEntity (absolute).
But, now with physics, there's a problem. When player A hits player B, it will cause a reaction, for example they will bounce.
In theory, only one computer will actually need to perform physics and send coordinates, right? Or...I really don't have an idea what happens when all clients run physics and what I need to send through the network.
How am I going to implement a right way to do this?
How is this usually done? Sending absolute coordinates and positioning entities here...it feels just wrong, somehow.
Thanks!