Let's assume the following: I have a server which stores the player's position (float x, float y, float z) Client sends the server it's updated position ever 250ms or so. Server has bounding boxes ...
I've troubles wrapping my head around multiplayer physics and collisions on the client side, so far I interpolate the state of my network entities ( position and velocity ) of the other clients based ...
Task What I want is to create destructable terrain (like in Worms) and collisions with this terrain (with calculated normals) that will be fast enough to work on server machine. Basically lets say ...
I am building a MMO game server for a 2D game and am currently implementing the collision detection, and I am would like to know what I should do. Lets say I have 1000 players playing and 10,000 ...
I am working on an online game that will have very heavy collision detection processing. Player models will collide with other players, mobs, structures, terrain, and solid objects that only exist ...