Quick question…
I have a game that involves throwing a ball (similar to bowling).
I have the physics for the game working correctly. I am now trying to convert this game into a multiplayer game.
This might be a dumb question…but to keep the physics simulation identical over the network, is it possible when a player takes “a shot” that the Physics Timescale is increased dramatically, positions of the balls are recorded and then simply “replayed” to both client devices after the simulation is completed at normal speed?
So, in summary:
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Player A “throws ball”
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Device runs simulation at very fast time scale behind the scenes (recording each ball position at each time step)
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Player A & B are then simply given a realplay at normal (slower) speed to ensure both devices see the identical simulation.
Is this a bad idea for a multi-player game?