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Your question IS broad, however it is answerable. What should the client do in a multiplayer RPG: Display the scene. Receive updates from the server. Send request to the server. Repeat. What should the server do in a multiplayer RPG: Send Player / Monster / NPC / etc coordinates. Determine if a player request is valid IE: Enough gold for purchase ...


0

I don't think you need sin/cos. This is simple vector math. A vector is calculated by subtracting a point from another, as in target minus the source. In your case, the vector from (2,2) to (8,9) would be (8-2,9-2) = (6,7). Now you can always recover the target by adding the vector to the source (6,7)+(2,2)=(8,9). If what you want is to have 3 steps, just ...


2

Although you can use this type of equasions they are quite unhandy. These are derived from intigration where a fragment of time known as delta time or even dt limits to zero. They are most precise but usually unfit for physics engine due to the complexity of finding the time at which the object or projectile will collide. The complexity grows with more ...


8

A Unit Vector is of length 1. A given vector can be converted to a unit vector by dividing it by it's magnitude. (With the exception of course that a zero length vector can not be converted). Note that magnitude can be calculated using the Pythagorean theorem For example if a vector has components: (x, y, z) magnitude = sqrt( x2+ y2+ z2) unit vector ...



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