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Jan 18, 2016 at 10:55 comment added Devester @immibis thanks....that would actually make the things way easier, looks like unity3d can headless Linux servers as well
Jan 18, 2016 at 3:47 comment added Stack Exchange Broke The Law If you want to simulate physics on the server, the simplest way to do that is often to have the same physics code on the client and server. In the case of Unity3D that probably means running Unity3D on the server.
Jan 18, 2016 at 0:01 vote accept Devester
Jan 17, 2016 at 19:10 answer added tkausl timeline score: 2
Jan 17, 2016 at 17:59 history edited Devester CC BY-SA 3.0
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Jan 17, 2016 at 17:57 comment added Devester Good point...actually just the multiplayer concept is similar, the game itself + physics will be completely different...the players will also interact with each other...thanks and I'll update my question.
Jan 17, 2016 at 17:45 comment added DMGregory The example of flapmmo is an interesting one, because it doesn't need synchronization in the normal sense - no two players actually impact the other's gameplay, so latency isn't really a concern, and the possible trajectories are extremely constrained. So, this raises an important question - "how close is your game to flapmmo?" - if it's very similar, you might be able to use much simpler techniques than are usually required for multiplayer physics games in the general case.
Jan 17, 2016 at 17:36 review First posts
Jan 17, 2016 at 18:30
Jan 17, 2016 at 17:34 history asked Devester CC BY-SA 3.0