vitali kotik

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About vitali kotik

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  1. 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 have weapons and can shoot each other (Twisted Metal, Vigilante v8) I'm anxious about hits and collisions. Authoritative server or a better alternative?
  2. Let's say I have an online game with a downloadable client / browser plugin. I want to track performance of my software and automatically send summary to the server. Let it be fps, latency, load time, physics step calc. time, whatever... I also want tools to perform data analysis: per session stats, per hardware stats, avgs, totals, diagrams, etc. So that I could see what are the real world hotspots / bottlenecks. Is there any common out-of-the-box / SaS solution?