Tagged Questions
4
votes
1answer
155 views
Networked Physics - Interpolation Causes Physics Engine to Explode
A major issue I am encountering right now is that my physics engine (BEPU) and my network interpolation are conflicting with each other.
The player is a physics object, and so the physics engine ...
7
votes
4answers
277 views
Run a physics simulation on both client and server?
I'm implementing a multiplayer asteroids clone to learn about client/server network architecture in games. I have spent time reading GafferOnGames and Valve's publications on their client/server ...
7
votes
3answers
755 views
Physics not synchronizing correctly over the network when using Bullet
I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up.
I've implemented a custom motion state which reads and writes the transform ...
6
votes
2answers
356 views
multiplayer networking with physics
I'm curious how multiplayer networking with physics is implemented in racing games.
We have a physical world with multiple fast-moving vehicles controlled by different people.
Let's say that vehicles ...
2
votes
2answers
540 views
How to achieve smooth gameplay in a physics based multiplayer game? (2d)
I'm using cocos2d 2.0 and Gamekit for networking. I've got a server/client model. It works over wifi (local) and bluetooth. (Xcode 4.3, Objective C)
Basically, there's a ball and 2 or more players. ...
1
vote
3answers
284 views
2D Physics in a networked game (iOS)?
I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer.
The game itself wouldn't be very ...
6
votes
4answers
692 views
Server-side physic simulations with hundreds of players
I’m currently working on a singleplayer physics-orientated game where I would like the physics to be simulated server-side. This because the game will have leadersboards, persistant player ...
4
votes
1answer
466 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 ...
3
votes
2answers
201 views
What is a fair latency, to cut off game connection at?
I'm currently coding a realtime game. I'm doing alot of technical operations with the physics world (resimulations of old world states etc.) to prevent game lag. I save the world state every 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 ...
29
votes
4answers
2k views
Movement prediction for non-shooters
I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction ...
6
votes
1answer
549 views
Bringing a Box2D, Physics Enabled game Online?
Lets say, to simplify the problem of online games a bit, my goal would be to run a near identical simulation on multiple computers in sync. Would sending commands be a good idea?
Now if only sending ...
13
votes
5answers
4k views
Lag compensation with networked 2D games
I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should ...