A problem as old as networking gaming, is the difficulty involved in simulating player-controlled physics objects in network games and having them be Server authoritative. Chaos could really help to address this by making life easier for us in some areas.
I know it’s still early days, but I have been fighting with vehicles and physics in multiplayer since what feels like the birth of the universe as we know it. For the most part it is an unsolvable problem, but there are plenty of ways we can do this with acceptable results if the simulation gives us a little more control.
I therefore ask that when designing the simulation layer - PLEASE allow us to simulate individual physics bodies (or groups of) manually at any given time, within the context of the main physics scene, with whatever delta times and paramaters we desire. Those who are familiar with the way Character Movement Component works may cotton on to why I want this so badly.
PhysX doesn’t let you do this, you either simulate the whole scene as one or you simulate an object in it’s own scene. I understand why - but it’s infuriating. Being able to simulate a single body within the context of all other bodies individually, would allow for an acceptable method of handling server-authoritative, predicted physics for player-controlled objects - without the need for complex buffering and fixed simulation sizes.
I’d be eternally grateful. Please reach out to me if I can help with this or explain more.
If you want anymore background for this request, see this: