Tagged Questions
2
votes
1answer
98 views
Efficiently storing game states history for physics?
I would like to store the history of a box2d simulation. Currently I can't find any built-in mechanism for that.
I need to store the states of all non static objects in the last second, mainly for ...
4
votes
1answer
464 views
Multiplayer box2d networking for turn based game
I am currently in the planning stages for a 2D game for mobile devices
which I will be making in C++ using cocos2d-x. The game will be turn based and each turn will have a phase in which the physics ...
10
votes
1answer
1k views
Should I write my own physics engine, because of networking integration?
I'm currently developing a top down, realtime, zombie shooter. I'm coding this in Java, using JBox2D as my physics engine. I have been coding the networking this week, and am now up to the physics ...
4
votes
3answers
1k views
Box2D networking
I am trying to make a simple sync between two box2d rooms, where you can drag boxes using the mouse.
So every time player clicks (and holds the mousedown) a box, I try send joint parameters to ...
15
votes
4answers
3k views
Best strategy (tried and tested) for using Box2D in a real-time multiplayer game?
I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should ...