I'm dying to try offroading in budget offroad cars with my friends at Utah, small rock island, the usa island or what ever its called! please implement multiplayer into Beamng.Drive
Check here https://wiki.beamng.com/BeamNG_FAQ What they say about multiplayer: "Networked multiplayer wasn't originally planned. We are aware that it's a highly requested feature, but may be impossible or highly difficult to implement properly, given our physics engine complexity. We are keeping an eye on it, but no promises here." So its a maybe at the minute but a lot of the progress we have seen in the replay system could be quite a good sign for the possibility of multiplayer.
@tdev once answered that question somewhere... I can't quite explain it as he did, but it goes something like this: The problem is that you dont have solid vehicles, but rather huge collections of nodes and beams moving around and doing all sorts of things, so its extremely hard to be sending and receiving all that much data over basically any connection. Even LAN play would not be easy... Moreover, if we simplify things and consider cars solids for the data stream, a lot of problems could happen, especially inconsistency between players/simulations. Not exactly caused by lag like other games, but because even thought the simulation is deterministic, there's something special about it (he said it had something to do with graphics) that makes things to not always happen the exact same way, no matter how hard you try. He went on to give a trivia stating that you could throw a simulated dice the exact same way and results would always be random. Isn't this game great?
If everybody is saying it's not very easy, how was it even done in RoR to begin with? I'm just confuzzled with how non-laggy RoR multiplayer is since everyone is talking about this "lag"
I think that unintentionally (did i spell that correctly?) we've got some quantum physics going on there inside processors and all.
When will beam become RoR btw? i loved operating those huge, gigantic cranes... Isn't anyone gonna port some of them over to BNG? Hydros, slidenodes and all are working now, we have the whell loader, a dozer that runs on tracks...
Use GOOGLE or the SEARCH button!!!!! https://www.beamng.com/search/26505252/?q=multiplayer&o=date&c[title_only]=1 Your so [edited].
To actually answer your question, ROR did not have intervehicular collisions between players on multiplayer servers. Tdev really only tells a part of the story. It's impossible to have a link between computers, even on typical local networks, that has enough bandwidth with the latency required to calculate intervehicular collisions. The physics engine runs at thousands of frames every second. You need a latency in the mcrosecond region, with extremely high bandwidth. This isn't really found outside of the internal components of one computer system.
This has been requested so many times for god sakes! *facepalms* https://wiki.beamng.com/BeamNG_FAQ#Is_multiplayer_planned.3F It would be hard to implement because they would have to change their engine completely.
anyway, back to Topic: I want it online too, everyone does... How awesome would it be to have it like an MMO? hehe i know im really exaggerating. and i have an idea actually You see, there's this other game (Russian) that's both a very realistic sim and online battle, "WarThunder" Totally recommend it if you're into Flying WWII (or tank driving) And I've read something very interesting once in it's dev blog about how they've got around lag and inconsistency in a complicated simulation (thought still probably not as complicated as beam) with some rather complicated techniques... "net-code in WT works this way, you "see" the other player in extrapolated time - i.e. we know their old position, their speed and controls and we predict future position based on it since vehicles are highly predictive and inertial it is fine most of the time." http://warthunder.com/en/devblog/current/898 "One of the most important questions, especially in online games, is the question of defining the impact point on an enemy when two players may have internet connections with entirely different levels of quality. This is particularly relevant in a game in which the combatants can move at high speed – in our case, in air battles." https://wiki.warthunder.com/index.php?title=Damage_mechanics Check them out if you have the time, interesting reads about the topic... Although as i've said, complicated, even a bit mind-bending lol I know it's another game entirely, but it may offer some interesting approaches to the problem...