dabe_glavins Posted October 6, 2019 Share Posted October 6, 2019 Hey guys. So me and my friend have been hitting the grind on network programming for the server side of our real-time multiplayer game. Our game involves handling collisions with synchronized enemies and projectile/melee-based weapons. We don't really care about player-player collisions, but it might be something we want. From what I've been understanding, for this game I'd want to have an authoritative server that essentially has a game loop running that simulates the game state. The clients will interject with their desired actions and use client-side predictions to render what they think should be happening, which will be corrected by the server on a tick-based system. Correct me if I'm wrong in thinking this is the best method to use. But assuming it's a good method, I'm unsure of how to simulate the gamestate on the server. Is it common to use a headless version of your client-side engine to simulate the state on the server? I've heard not fun things about using Phaser-headless on a server. Are we going to have to basically simulate a bare-bones version of our game in NodeJS using vanilla JavaScript? I'm skeptical of this because it feels like reinventing a fairly large wheel. Thanks. Link to comment Share on other sites More sharing options...
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