a bit of background:
I’m creating a small multiplayer rpg game where people have a character and can freely move around in the world. I started with the sim-eth-es example of pspeed to get a basic understanding of how to set up client-server communication, object syncing, RMI, etc. I definitely want to keep the same architecture: the server sends movement updates of the characters to the client, and the client interpolates between these updates. Camera rotation however is decoupled, it is applied directly on the character model and send at regular intervals to the server.
I’m now coming at the point I would like to implement the actual character movement. When I started a few months ago I was confident I would be using bullet, but as time progresses I’m doubting this decision, as it might be way overkill. What I want is actually very basic physics, a low poly terrain where characters can walk/run/jump on, that’s it really. (think of vanilla/classic wow)
So my questions are:
- Is bullet the way to go for my needs?
- If using bullet, is the way of movement used in pspeed sio2 bullet-char demo viable for a multiplayer game? (send client input movement updates to the server, server creates components from the input and a game system/driver handles these es components and applies the forces on the rigid body)
- I don’t want user avatars to bump/collide with each other (players blocking each other in small corridors for example), how would I do this with bullet?
Thanks in advance