   Vehicles in online FPS
  Hi everyone !I've been thinking about including vehicles in my online FPS.I'm not really sure how I would do this, I suppose the vehicles should be server sided but like I said I'm in the dark really. :(-Mike   
  Why would vehicles be so different from player objects? If you want help you will need to be more specific. Is it the physics part that you can't figure out? Or what?   ;  If you purchase Torque, you can check out how they did it in their source. It's not that different, assuming you already know how to simulate physical objects in general. Note that I don't recommend using Torque for actually shipping a game, but it might be a good source of source code to read for various point features. (Just like downloading and reading the Quake III code might be good, too!);  What I want to know exactly is how to include vehicles and how the server would handle them.I have a fully working online FPS, but I really don't know how I should include vehicles (in theory).I don't really know how to explain myself any better since I don't have a clue on how to do this.   ;  There is no "exact way to do it". What's the problem? Try making them objects that move around just like your characters do. The only difference is that vehicles can be controlled by different players at different times.;  I would suggest setting vehicles up local first. No multiplayer. Get that all under control. Then it's just a matter or broadcasting and predicting the vehicles location. The same as any other physical body of importance, such as a flag, or a gate, or crate.The vehicle is not much different, the only difference is you'll want to send a bit more information with the vehicle to make sure all the effects and visuals come out in as high detail on the remote end as they do on the end that is simulating it.So if you dont have a generic network physics persistance then yes this task will be hard. Just try to get a free physically simulated box syncronized across the network. A vehicle is just a complex box.   ;  There are three separate parts of vehicles:1) Simulate and draw vehicles on one machine -- collision testing, engine torque, sound, wheels that roll, etc.2) Networked distribution of vehicle simulation, so that others can see the vehicle.3) Distributing avatar control of vehicles, and vehicle control of avatars (passengers, as well as collisions).I suggest you tackle them in order. Once you have #1 up and running, moving on to #2 will make a lot more sense. If you don't know how to simulate a vehicle in general, you might want to look at something like the RayCar ODE sample.   