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That's a pretty tricky part, as if players are far away origin shifting on server wont work.
It implies that the simulation is far more complex -> Universe physical state and it's visual representation must be separated, resulting in:
Physical universe simulation -> done on server, e.g. Sun/Earth/Moon positions. Open question how to handle physics with such approach e.g. for maps? Seems like a lot of low level physics server control
Visual representation -> build on client and uses all the hacks e.g.
UI -> also build on client
The text was updated successfully, but these errors were encountered:
Simple solution would be to rely on Godot node system to build "real" world, while visual 3D representation to leave to other classes and do it via composition
That's a pretty tricky part, as if players are far away origin shifting on server wont work.
It implies that the simulation is far more complex -> Universe physical state and it's visual representation must be separated, resulting in:
The text was updated successfully, but these errors were encountered: