Base JME Networking example

Okay, thanks very much for making it clear.
It is very important to carefully chose an approach for your networking game.

As you said the approaches are different. I am going to trust and stick to what is provided by SimEthereal and put all players physic calculation on server.
So player entities on server are dynamic objects and physic calculation is done by bullet physic library and on client they are kinematic objects (remote-controlled solid objects) and remote controlled by server.
I will keep this approach and I hope i do not encounter with any problem.

Worst case is it will feel too laggy… but at that point you will at least have a working game for people to complain about.

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