Jet physics
Posted: Sun Nov 14, 2010 9:08 am
Hi all,
I'm planning to make a Jet fighting game and I need some advice, this is my first 3D game that I'm making and for the last few months I have been seriously learning. Now it's time for physics integration... I have a few question of a newbie and I need your help
1. Will I have benefits of using Bullet except from collision detection? or should I program all the Jet physics myself? What do you recommend?
2. In Multiplayer games, is it wise to put the whole physics library at the server side? and update the client in the rate of 30fps?
3. When I'm making physics shapes out of my own meshes, do I need to compute the moment of inertia myself? Or is it better to divide the jet into a compound of shapes? Can you give any advice on implementation?
Thanks,
Stan
I'm planning to make a Jet fighting game and I need some advice, this is my first 3D game that I'm making and for the last few months I have been seriously learning. Now it's time for physics integration... I have a few question of a newbie and I need your help
1. Will I have benefits of using Bullet except from collision detection? or should I program all the Jet physics myself? What do you recommend?
2. In Multiplayer games, is it wise to put the whole physics library at the server side? and update the client in the rate of 30fps?
3. When I'm making physics shapes out of my own meshes, do I need to compute the moment of inertia myself? Or is it better to divide the jet into a compound of shapes? Can you give any advice on implementation?
Thanks,
Stan