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Using Phys2D in a networked game
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Author:  lemm [ Sun May 05, 2013 10:18 pm ]
Post subject:  Using Phys2D in a networked game


I'm making a simple, minimalistic 2D networked gameand I'd like to use Phys2D to handle my physics.

I have a couple of questions about Phys2D.

1. Because any player is allowed to know everything about the game world, my network model involves the server sending the clients the inputs of all the clients on each game update. As I am sending input data, and not the results of positional calculations from the game server, the physics simulation must be completely replicable between any two machines, given the same state update information. I noticed that Phys2D uses strictfp, so it would be acceptable for me?

2. What is required to copy the state of the Phys2D World so that it can be sent across the network and reassembled? I see that there is a request to make the necessary component implement Serialisable...

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