So, sometimes I get wrapped up in the moment and think 42 steps ahead of where I am, and in that 42 steps I usually take a sideways leap somewhere and not realize that I've put myself on a different train altogether.
I got caught up in the idea that I had an architectural problem on my hands and that I really needed to evaluate what to do about it. And really, I probably would have ended up with one if I hadn't stopped for a moment and sorted it all out... Again.
See, when I was first designing my multi-player server code, I had already come to the conclusion that I could only control one copy of one Object with one(1) physics simulation. Otherwise things would just get too funky... lol.
I'm only ever using physics as a motor force for the objects "influenced" by the simulation providing those forces. I somehow forgot I had solved this conundrum to my satisfaction for the player characters, when I started adding in NPCs...
So, just so I have it written somewhere:
All NPC game objects have a primary copy, that is "owned" by one(or many) of the servers and "influenced" by one of the clients per the servers instructions. Since a great number of my characters will probably be "player controlled/controllable" - N/PCs This setup actually made the most sense to me.
What I have yet to do though, since introducing the idea of NPCs into my system, is properly write down how that's all going to work, with pictures and diagrams. So I don't forget it again...
Without further ado, that's what I'll be up to for the next few hours, while I eat my holiday pie.
Hope you got some pie today too, holiday or otherwise!
Everybody needs some pie.