How can I do multiplayer physics with immediate client results?
I am trying to do multiplayer physics with immediate results on the client side. I need players to be able to bump into a physics object and see it move, then correct based on the server. I tried hermite interpolation to get perfect playback, but players can't interrupt and see their results without lag. Instead I tried using forces which lets people interact immediately, but then the physics objects don't sync correctly (since physics is non-deterministic).
My question is then - how can I do multiplayer physics with immediate client results corrected by the server?
I have a video showing the issue here - https://www.youtube.com/watch?v=YV7NTF9JJPU&feature=youtu.be The video shows forces and correction. The ball will curve away from the ground or walls based on forces. If I use hermite instead, then playback is perfect but clients just cannot interact with the ball without experiencing lag.
asked Sep 30 '18 at 01:22 AM in Blueprint Scripting
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