Hey guys! Its me again, the cockdefenders guy!
I’m so thankful for the help I got here the last time, when I managed to make a multiplayer ‘game-prototype’ that mimics valve networking protocol…
This time I’ve got some other questions. Its about a TDS that I’m planning, and I want to make it right. The game will be multiplayer with customizable ships
and Box2D if possible.
hmmm… lets get to the questions then!
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1- In my previous networking ‘prototype’ I synchronized about three events per entity, creation, update, deletion. That was done manually with a individual message for each.
I thought though that I could automate that probably with an interface and a manager, so that I don’t have to code sync code for each new entity. This way I can code only if the
entity has other atributes that need sync. The question is, has anyone done that before? Any tips or cool desings for those?
Just to help out understanding, my last design was:
Client send input changes to server.
Server simulates everything.
Each 33ms server sends a snapshot to all clients containing world entities, a timestamp, and removed entities. -
2- As I said, I want to use Box2D for nice physics. I’ve got some questions about that. The first question is how I’m I going to code bullets? Does Box2D support bullets?
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3- And ho about laser beams? Do I use Box2D to check intersection between line and poligon? Does Box2D have methods for that (handling rotated poligons)?