Hi,
I am programming replicated movement for a spaceship i am working on. It uses physics simulation and therefore we can’t use the charactermovementcomponent. I am figuring out how the movement component is working and how i can adjust it to my needs. The spaceship is based on a pawn and i am currently just using a static mesh.
Questions:
- is it wise to use the physics system for a spaceship in a server/client environment that needs to have replication of position/rotation etc?
- If yes, any suggestions how to do the client/server replication, while keeping the server authorative. Keep in mind the speed of the spaceship can be quite high, but has to be accurate without stutters after server corrections.
- How to keep this logic performing for say 100 spaceships close by? Is physics simulation even the way to go then?
Questions about the character movement implementation:
- What is the idea of the saved moves list? If i understand it correctly the client stores moves and removes them after server acknowledges them. If a server updates comes by the list of current saved moves is replayed. What effect does this have and when should one use this? relevant for my case?
- What is the reason that it does not support physics simulation? Too hard?
What i already tested:
Simple replication where both the autonomous client and server simulate the movement keeping the server authoritative. Even with a ping of 30 this already gives stutters sometimes, since server adjustments come later and screw it up. Possibly just smoothing the corrections of the server would already do the job?
I already know of [Video] Player-Controlled Replicating Physics Movement, Simulating Physics! - C++ - Epic Developer Community Forums!
This is not alright for me, since i really need to have an authoritative server.
Thanks!