If anyone is interested in understanding network gaming here is a very good link.
What do you mean by "peer-to-peer" here ? Does this means that
the communications between the clients and server
do no longer follow the start scheme (server at the center of the star) ?
Before the race, it is a client-server system with the server choosing the race settings and everyone connecting to the server. During the race, I am using what some people call a hybrid system. Each player(client) does their own physics and sends/broadcasts their car position information to all other players. The host still keeps track of somethings such as the winner of the race and a few other things. In my original plan I was worried the physics wouldn't work right without the server doing all of the physics. My testing has shown that clients doing physics works ok. The peer-to-peer hybrid reduces the latency and bandwidth requirements. All robots are still controlled on the server.Brian