Looks good keep it up! I’m a networking programmer in my own game and for the the replication of ships physics i can say:
- Don’t simulate physics in networked game.
- If you absolutely must, then have a server’s version of simulation be lerped / interped to clients, which means, each client does the calculations but it is then lerped /interped to server version upon next net packet receive. With enough netupdate speed and decent ping, you wont tell a difference.
- Ships as far as i can tell, need only location and rotation to be replicated to look good. I suggest looking at Ocean Project by community as they have some sort of networking done there as well (together with an awesome looking ocean);
- Avoid using multicast.
my 0.02$.