Hello everyone!
Recently I have been beating my head against the wall trying implement and learn more about client-side prediction with rigidbodies in Godot and I have a few concerns on how I should be approaching this.
- Is client side prediction impossible if physics is non-deterministic? I assume this to be true if we cannot predict the SAME exact outcome from every action.
- Are rigid bodies in engines such as Godot and Unity something to avoid when trying to synchronize games over the network? I did some research on this and found some older posts from the past 5 years or so recommending against using Unity's built-in physics due to it not being deterministic, I am wondering if it is the same with Godot or not.
- Regardless of the above, at this point I would assume coding the physics myself would be a lot easier and provide a lot more certainty when troubleshooting synchronization problems over the network.
I feel like I have made a fundamental error in using rigidbodies and would really appreciate any feedback on this.
Thanks a bunch in advance!