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Multiplayer with physics can be tricky, depending on the game.
If your game is depending on everyone having the same physics simulation,
I'd definitely run a physics loop on the server and interpolate positions
on the client. (I'll poke around to see if we can make the excalibur
physics system on the server, but it should theoretically be possible to
run parts of excalibur both on the client and the server).
We have an example of running a matterjs loop
https://github.com/excaliburjs/sample-matterjs which can run headlessly.
…On Tue, Aug 29, 2023 at 12:49 PM Michael Morrison ***@***.***> wrote:
I have a general design question with regards to how to properly implement
multiplayer with physics.
My initial plan - without physics - was to write a server that logged in
players and verified moves. But now I am considering adding physics,
letting players move objects and each other - basically, I need collisions.
I'd rather not write my own collision code on the server and hope it
matches up with the client (with the client using Excalibur), but does it
make sense to have Excalibur on both the server and client running and
figuring out collisions? Is there a more appropriate way to do this that I
am missing?
Thank you.
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