Godot Version
4.4
Question
I’m on a roll with physics lately…
Anyways, I’m developing a multiplayer PvP arena shooter, and I’m currently programming the “final” versions of it’s movement systems.
The game really isn’t physics heavy. The only 3 practical interactions are:
- Player collisions
- Projectile collisions
- Map collisions
All three interacting via a client communicating input to a dedicated server, who then sends back it’s truthful state to all other clients.
I just wanna just looking through my options to cover all my bases.
(I SWEAR I’M NOT OPTIMIZING TOO EARLY)
So, the main reason I was looking through this is deterministic physics.
Physics determinism isn’t a massive issue. It’s just one part that could go into client/server desync. (And even if physics were deterministic, the input likely won’t because of packet loss)
I’m considering 3 options, and I want your input:
- Option 1: Default Godot 3D Physics
- Option 2: Jolt (Either built-in or plugin)
- Option 3: Godot Rapier (A plugin that offers cross-platform physics determinism)
I want opinions on what physics engine I should go with (or telling me that I’m overthinking).