So I tried to make a picture showing my problem:
I have a gameserver, but was curious if I need to run a physics engine on the server? I've been following some tutorials online and created some attack animations with a character and would love to create some sort of fighting online side scrolling game.
I know that the client is just supposed to be a dummy sending signals to a host server, however if my host server is not created with my game engine of choice (in this case, Godot's) but (nodejs, c++, elixir, etc), would it still be possible? I just don't know how to handle lag latency compensation. For example, since the character uses set_linear_velocity with a acceleration variable... The amount of time the command actually reaches other players, will have moved the character further than his actual value. That is, if we don't have a "host" managing where everyone really is?
Does this kind of make sense? I'm pretty all over the place. --
I've done simple point and click games with tweens that were multiplayer and it's fairly simple. But when the physics become involved, my brain explodes! Thanks in advance
Edited by Webzen, 27 February 2017 - 09:44 AM.