Hi all,
Im trying to put a game together but it looks like ive stumbled across a dead point. The game is a multiplayer car game with physics and collisions. The initial idea was only to send the forces that are being applied onto the car through the network. This will give a smooth look on each player’s screens, which theorehtically, it does. But one problem. What if a collision occurs between two cars. The forces will change dramatically, but due to lag and whatnot, on one screen a collision can have happened, on another, it may not have. Obviously, its a problem.
I couldn’t find many articles on google describing this, and quite rightly so, because most article refer to FPS and a stray bullet isn’t really noticed.
Is server side collision detection and response a good idea? If so, how much of it? Just the collisions between two players and terrain-car client side?
What about if we only used forces. I.e. dont send anything other than forces and torques. Then we do a client side positions comparision wereby the client compares what he sees by what he should see (sending positions) and adding a force to bring the car back on track? Good idea? Bad? It can possibly take a while for the car to be back on track and it also might look weird if the car is drifiting sideways…
What about P2P style networking? send the force and torques via a P2P network (does P2P reduce ping times?) and other statistical things to a server. Also, the server will set out the rules for the game. E.g. how long it will last, what map…etc. Again, good idea? Better than the rest? worst? Im confuzzled! :-\
Regards,
DP