Quick Question Regarding Multiplayer
Hello,
I'm wondering if a physics-based game is possible with GameSalad's multiplayer set up?
I understand multiplayer is asynchronous and a rather difficult concept overall. However, for my game (extracting out the other "background" multiplayer related material), all I really need from each player is a velocity vector they set on their turn. After both are set, the physics scenario plays out, then they'll take turns setting a new vector. Some data exchange will be needed, of course. But so long as the physics simulation is the same, it's not like a constant update of all objects' positions are needed.
Can I expect the multiplayer set up to handle this? Will both player's physics engines respond to the physics simulation the exact same way, such that the ending position of the object isn't different on each phone? The idea isn't real time, in the sense that the players don't react to the simulation simultaneously (or even mid physics simulation), but the consistency would need to be ensured.
If not, I'm somewhat disappointed, but a local implementation of multiplayer 'ought not be too bad. But if the functionality can handle this concept, I'd love to implement non-local multiplayer.
EDIT: oh duh, I don't know why I didn't think of this - a multiplayer game of pool would be an example I suppose.