Original Post
I''m trying to write a simple (gameplay-wise) multiplayer game which uses ODE for physics. I''m stuck trying to work out which is the best way to handle the multiplayerness.
What would you do, for example, if you were writing a pool game, but wanted to allow the players to hit the balls when ever they liked (even when they were moving). Things would get very hairy on the networking side of things, surely?
So far I''ve come to the following conclusions:
* The integration timestep should be constant for server, and probably clients too.
* The clients should perform a physical interpolation to allow for lag.
* The server is always right and will send out information on the physical systems.
what have people done to tackle networking for physical games?
[teamonkey]