Sign in to follow this  
veggis

Arcade physics server side

Recommended Posts

This question has been brought up before but most threads I could find were relatively old, so i thought i might bring it up.

I'm wanting to do a lightweight multiplayer platform shooter and i'm thinking running some authorative physics/logic on the server would be the best approach. But after digging around abit it didn't look that feasible with arcade physics. Like in this thread where its stated that running phaser headless is a bad idea.

Do someone have experience with this, and to keep things as fast as possible and relatively scaleable, what would be the best approach to a game like this?

 

Thanks

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.