Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411512 Posts in 69376 Topics- by 58430 Members - Latest Member: Jesse Webb

April 26, 2024, 04:40:51 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)How to do physics in three.js + node game
Pages: [1]
Print
Author Topic: How to do physics in three.js + node game  (Read 912 times)
jb_
TIGBaby
*


View Profile
« on: November 10, 2019, 11:54:54 AM »

Hey guys.

Im doing a first person shooter (multiplayer) using three.js and node serverside. Now the question, that i have, is, how do I do physics. First of all, player movement, so the player can not walk through obstacles and jump on crates and not fall into the ground. I gotta do this client-side (for prediction) and server side (so players can not cheat). I dont know, whats the best way to go here, since it also has to be done server side, it shouldnt be too expensive. Do i use a physics engine like cannon and just let the engine handle everything, client and server side aswell ? That seems quite expensive if I do that serverside. Do i rather implement shape vs shape collision functions by myself ?
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic