Im currently working on a game concept including flying Space Ships in the solar system and maybe beyond. As the ships are using similar engines than in "The Expance" Epstein Drive. relativistic speeds may be possible.
As i dwelled deeper into the topic, i realized that including relativistic speeds may bring some problems, if you want to acknowledge this in any game.
- First of all time dilation when moving with higher speeds relativ to some other ship means, you can basicly do less things in the same time frame compared to a stationary observer. Including producing goods, shooting and whatever. For the traveler, this does look like everyone else is just faster.
- Another Problem is the lenght contraction. Basicly distances in the direction of movement shorten. Distance between objects get shorter, the objects themself seem squished, while from a stationary observer, the traveling ship seems longer and stretcht.
In a singleplayer game, all these concept may be doable, as the player is either the one who travels or the one observing. There are some interesting games working with relatitivy in interesting games, like reducing the speed of light to walking speed.
In multiplayer this seems to make problems, as the game has to compensate for these relativitic effects. Yes, i can let the game run asymetricly for different players, that would work for the time dilatation. But then the twin paradox comes along and basicly breaks the concept of continuity. The stationary player needs to have much more time than the traveling one.
My Question is, is there any way to do it right or at least ways to compensate in regards to the time dilation. Are there any games that did have a good implementation of relativistic in multiplayer?