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Or multiplayer would be limited to simplified physics only (not a bad experiment) in which clients can only interact with the map.
Even still, if physics were client based, you would have a ♥♥♥♥ ton of other issues, like desync, computer performance and internet speed making a car act different than another, etc.
Maybe I worded it incorrectly.
Let me use No Mans Sky's beginning attempts at multiplayer as an example.
Players could see each other but only as blue orbs. They could build and wreck the world around themselves but other players could not see it.
The only desync that could happen is player position, and thats something every multiplayer game deals with. Any deformation would only be visible to the one driving the car. With other players vehicles being lower quality to each player, it would help performance greatly.
Example: have 5 or more BeamNG cars in game, you start to lose performance. But using Automations Mod cars you can easily double or triple the number of cars.
Btw No Mans Sky dropped the MMO is only 4 player at a time now.
Specially, NOT client side physics, server side, or at least make 110% sure that both clients do physics on both cars the same way, on top of having simplified physics.
Even then, your PC would STILL have to render the phsyics for 2 cars, more if one of the 2 (or more) people spawns multiple props or vehicles.
Take out the problem of rendering physics of a bunch of vehicles by only rendering physics of the clients controled vehicle. And again vehicles not controled by the client will be lower quality to them to help performance.
Its not impossible, but then what fun would it be.
True. That why I was thinking that instead of having to figure the physics of other players with the environment, the game would just need to know their location. Constantly locating other players X Y and Z location on the map, along with hoizontal and lateral rotation. Im sure they could make it to where the game could relay tire position aswell.