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I'm doing a pretty simple strategy/arcade game with some physics, but I've got a problem with how to sync positions.
Currently I'm just having clients pass an event to each other, for example, LaunchedRocket.At( x , y, time).
Obviously there is latency between players, so I need to be able to figure out where the object is now, given the start time and position.
I don't see any way to calculate that in the engine, you apparently can't step a single object forward a certain amount of time.
Anyone have a nice solution?
I'd prefer not to have a whole duplicate physics simulation setup just to calculate that every single event.
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