Best strategy (tried and tested) for using Box2D in a real-time multiplayer game?

Posted by Simon Grey on Game Development See other posts from Game Development or by Simon Grey
Published on 2010-12-21T00:56:54Z Indexed on 2011/01/06 8:59 UTC
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I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should I send position, velocity etc to every client on every tick? Should I send it every few ticks? Maybe there is another way that I am missing?

How has this problem been solved using Box2D before? Anyone with some ideas would be greatly appreciated!

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