Im working on a networked version of a pong clone I wrote. Im thinking about how I can best design the server part. Basically I want a client/server model. The server would be in charge of shared objects like the ball and check for collisions, goals etc.
The client would also compute the ball pos using the same logic, but gets corrected by the server when they’re out of sync.
Is it a good idea to make the server app standalone from the game? Or maybe integrate the server into the actual game classes itself? (so it’d also be easier to switch to a peer-to-peer model later? and it also makes sence as much of the gamelogic is shared).
I’ve started with a server app that is completely seperated from the game (which is an applet). The server application does basically the same things as the game but except the rendering/sound etc and is not an applet. But it doesn’t feel right, i’ve got the same gamelogic at two places that way and other games seem to include the server in the game itself. How is this usually done in multiplayer games?
Thanks!
Martijn