yea, networking a big amount of physics objects just to get one “thing” working is probably the biggest hurdle, and I don’t think it can be avoided. Maybe lower the rate at which it is networked and interpolate more aggressively clientside?
I think you are being too aggressive with that position. This is not some big character customization API or paid addons. This is barely a step up from a basic constraint. Granted, many gamemodes will not have the need for constraints at all, or the ability to spawn props even! However that doesn’t mean that those concepts shouldn’t be in the base game just because they wont be used by literally everyone.
The “base game” will not be one thing, FP will have some basic gamemodes for people to play right out the box. What I think is that this would be an interesting addition to the one that resembles a basic sandbox
It’s the kind of stuff that is just fun to play with, just like any other physics interactions or contraptions, you don’t have to think of an actual real world use case, just something you would like to try making with it.
For instance: I would try to make a realistic old-school spinning top (the type that gets spun up with a string), but if you think about it in a purely utilitarian way, the most efficient way would be to just
ApplyAngForce() to the spinning top and be done with it.
Or hell, why make a spinning top at all? What’s the point?
The point is to have fun figuring stuff out and working around the limitations of the environment.
And the limitations of the engine might just make it possible to finally have some realistic ropes to play around with without hogging down the whole server.