Hi guys! Today I decided to do some research in how to implement physics in a multiplayer game. I started by searching for it in the forum, and I found this thread here. And there was an answer like this:
@cardoppler
Look at jme3test.network.sync in JME3 Examples for synchronization
I decided to look for it, but it’s not there anymore. Can someone tell me where to get that package, or another good example?
That thread is from 2011… if there was a sync package then it was probably removed when Spider Monkey was rewritten to actually work.
Network synching of physics is one of the more non-trivial problems there is. There is certainly no one-size-fits-all solution. I have a library that I’m working on but it is not ready for release.
@pspped thanks for the reply! I already read those two articles before posting the thread. I just want to know a simple way to coordinate physics. I’m not going to send to every computer the physicsSpace 20-30 times a second! The lag compensation, input prediction and entity interpolation are problems that are not going to affect my game a lot. I’ll work on them later, when I start to “polish” the game.