No you don't understand, like on each client 20/s the car position is updated on each client 1/s the car nodes are updated so that other client can see his car broke So if the car collide, on each client the crash would be different, but after 1s the node would be updated and each client would see the correct crash result
I feel with multiplayer even though it would be great it would take a lot of effort I mean there has been all sorts of suggestions for it and none of them seem to be the ideal choice here to get it working, until the devs behind the Torque3D engine make it easier to add in multiplayer this is a long term dream goal to have, you would also need to sync everything up as well and thats another level of complexity I'd wish not to get into since I have no idea how it would work.....
I agree, but with one spawn point, all the cars would just get crushed as they spawn on top of each other. The idea of multiplayer is to play with your friends, it would be more fun to drive with friends or other users. I agree it does get boring when you are just driving around yourself, with nobody else around, and it does get hectic with the AI. If multiplayer was implemented, you would need a lot of ram on your computer, because of the amount of vehicles crashing around or driving.
The problem is that some people when they think about multiplayer they think about 30 players with publics servers etc... Multiplayer can just be 4 players lobbys with friends etc... Like payday
I would be fairly happy to get multiplayer with just ghost cars to be honest. Better than nothing and probably not that hard since it precision isn’t as much as an issue.
Yeah. At that point, they'd have the base of it. May still be in the future though, sucks how much of the team is already working their butts off.
no, you don't understand. there is no "correct" crash result if the clients are not working with identical information.
I know these 2 games are very different but im curious about something. Ror got mp with colisions working. I wonder how they made it work since it also uses some kinda of n/b structure.
I'm not super sure, but when I used to compete in Monster Jam events on RoR, the structures were very simple. A lot of the time, the wheels went through the hood. Sure, it's not an official vehicle, but it's the best explanation I can give.
there's a difference between "working" for a free, open source game vs... not that, especially with the level of perfectionism they seem to want out of their early access alpha pre-release game title.
Sorry to break it to you, but I don't think you have the solution for Multiplayer @atv_123 has a pretty good idea of how multiplayer works.Take a read of these...
He say exactly what I wanted to do. "Each computer has their own car to simulate" The client side update at 2000hz but the car position only at 20hz and the car nodes at 1hz and then do some algotithms that smooth everything... And there is no solution for multiplayer, actual connection are too bad, as he said even simplest car games have huge lags / bugs on multiplayer, it will be same for BeamNG
I do not think so personally. It would be hell for people who has old PCs like me to play with five other guys on a map like West Coast USA and those dev hours could be used somewhere eles, like a new car
Games are not usually build for old PCs, some effort is made to guarantee games to work on some range of PCs, but usually what has been fairly recently available. Car modelers probably don't do much multiplayer coding, so it might not directly result new car if such trading would be possible, sure some development money could be diverted to modeling new cars, but there might be then something completely else, however that is highly hypothetical as multiplayer is not guaranteed to come at all.