[RACING]: Principles of car simulation in multiplayer game?

zanozza
edited February 2013 in Any Topic & Chat
Hi!

Lets say I have a multiplayer racing game with 20 players in one room.

What Photon server organization will be right to solve they collisions?

As I can understand, the simulation can be different on every client and more, some of client can cheat.

How to let Photon Server to see, which simulation is "right"? How this usually works?

Thank you in advance!

Comments

  • Photon doesn't do simulations on the server side, unless you implement your own server logic. Aside from just the moving players you would also have to load the track per race, etc.
    You can implement this server side with the Server SDK.
    If the alternative of doing this client side is "doable" for you game, depends on your requirements. Physics in multiplayer games is not an easy to solve topic and so far, we weren't able to provide a solution for this.