Hey everyone,
So I tried to make a picture showing my problem:
I have a gameserver, but was curious if I need to run a physics engine on the server? I've been following some tutorials online and created some attack animations with a character and would love to create some sort of fighting online side scrolling game.
I know that the client is just supposed to be a dummy sending signals to a host server, however if my host server is not created with my game engine of choice (in this case, Godot's) but (nodejs, c++, elixir, etc), would it still be possible? I just don't know how to handle lag latency compensation. For example, since the character uses set_linear_velocity with a acceleration variable... The amount of time the command actually reaches other players, will have moved the character further than his actual value. That is, if we don't have a "host" managing where everyone really is?
Does this kind of make sense? I'm pretty all over the place. --
I've done simple point and click games with tweens that were multiplayer and it's fairly simple. But when the physics become involved, my brain explodes! Thanks in advance