

So you could probably take a refresh/tick rate of around 60 (which would be ideal): that would be:Ģ15040 bytes = 26880 bytes = 26.25kbytes / s. Now, the biggest issue I think beamng has what causes this bandwidth problem is the fact that (i read it somewhere) the simulation runs at 2000 times/s.īut the idea i mentioned above could act as another skeleton above/around the existing simulated node/beam skeleton, running at it's own refresh rate. force on the node = some value possibly 32 bit I don't know which values a nodes brings along, but I could imagine these needs to be send over, and I am going to assume the types here:Ĥ. If the local player on the other end crashes into another player, the other end calculates where those 16 nodes end up, and transfers those back to the local player, making it look like the local player on the local computer crashed into the other players car.ĭata wise that really shouldn't be an issue. You could make the local player like a non physics object (aka normally you would drive through it). Ofcourse you would have delays which would mean clipping. Then, when a collision happens, you take those nodes and let the other nodes react around those nodes (because they are connected). You have a skeleton network with nodes and beams around a vehicle right? And thats the tricky part, because if you would send over every node's position you would indeed get into huge issues.īut what if you take only a few nodes and send those over? Like on every corner of the car (you would talk about aprox 16 nodes).

If we were all to stay happy with what we have, we would never have something called progress.īut that's my view on it, your entitled to your own.Ĭlick to expand.You want an idea? Ok, here we go (this has been on my mind for some time now, and might still not be feasible): Like I mentioned before, if you think hard, you might be able to figure something out. if your not capable of figuring out how to "program" multiplayer, don't shove it of as some kids imaginary dream. But many of us have unlimited data to use for fixed price per month and just a fixed speed. Your fourth point: maybe your one of the unlucky few with bandwidth limitations and having to pay for every bit you consume. But I would already be happy if some kind of MP like the kind in Rigs of Rods was implemented, just driving with your friends. Your first and second point is already invalid, BeamNG doesn't HAVE to host the server, you could locally host it, for just your friends. Sometimes if a very large group of people start to think about solving things, they might just find the answer. (I kinda like reading other people's visions on how X should be implemented).

Ending suggestion purely to add multiplayer, yes, suggesting ideas on HOW to implement multiplayer, no.
