Hey guys,
Iam currently working on a GTA2-type game (see link in my signature) and am currently setting up my car behavior for multiplayer. In a nutshell, my CarMeshes are simply pushed around by AddForce and turned by AddTorque (with additional force for grip and rolling resistance). These physics actions are run on the server and then replicated to the clients.
When Iam testing it it seems to work generally quiiiiiite well⌠However, I have the dull feeling that the car response is slightly more âslowâ or âsluggishâ, when Iam on the client, while simulating two players. However, when I print to screen the parameters that I see critical for car handling (i.e. damping, applied forces/torques) I cannot see any differences. Argh, it is a bit difficult to describe, as I didnât find a way to put the experienced car response in numbers^^ But for instance, I have the feeling that it is easier for the server to turn the car 180 ° on one street as for the clientâŚ
My question: Is it possible that the differences in physics response are due to computational power limits of my PC? Itâs not superslow but also not the best one: AMD FX6300 (6x3.5 GHz), 8 GB RAM, AMD R7 370. I also tested with âdedicated serverâ enabled and only one player for having to render only one game window but there it seems to be the same or at least a similar issueâŚ
What I forgot to try (have to do this whenever I find time again, real life is relatively intense at the moment^^) is to decrease graphics settings for a better performanceâŚ
Iam grateful for any thoughts/comments/experiences on that topic
Best wishes,
Hackmet