2D Physics in a networked game (iOS)?
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Pedro
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Published on 2012-05-14T05:33:27Z
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2012/09/29
15:53 UTC
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I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer.
The game itself wouldn't be very physics intensive, there will most likely be 20-30 physics bodies at any given time. For the multiplayer, I think I would have one player "hosting" and up to 3 other connecting via the Internet.
Here's my first question, are there any 2D physics engines that work over a network(preferably open source)?
My second question, Does anyone have any thoughts on using a non-networked engine (like Box2D or Chipmunk) and adding the networking component? Since there would not be very much information sent, do you think it would cause a lot of lag?
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