Can I create a network physics game using Chipmunk

BlitzMax Forums/BlitzMax Programming/Can I create a network physics game using Chipmunk

SofaKng(Posted 2008) [#1]
Can I create a networked multiple game with Chipmunk physics?

I'm guessing the answer is NO (since it is very difficult to create a networked physics simulation)...

Thanks for any help!


Czar Flavius(Posted 2008) [#2]
I'm guessing the answer is YES, BUT DIFFICULT :/ :P


Arowx(Posted 2008) [#3]
Hypothetically I don't see why not, you would need to synchronize the timing which would be the main problem I guess?

But then again if you think of Quake and all the other FPS games with physics they tend to use a central host that updates all of the clients so you would only need the clients to ask what was happening now!

Should be doable but it may take some time! ;0)

I would guess the real question is what is the fastest network library for Blitzmax!?


Space_guy(Posted 2008) [#4]
Its possible for sure. Something that would be pretty easy would be some kind of turn based physics game.
If you also limit the ammount of active objects you could probbably sync from the server. but you should probbably not use a to quick loop as you would need to sync often. if not every fram then atleast everyframe with an collision. wich is almost every one.


nino(Posted 2008) [#5]
yeah you could def do turn based like this.