I currently have 2 vehicles which are controlled by two players over network. I have managed to smooth out the vehicle movement and to some extent collision between them using interpolation/extrapolation.
However, I also have a ball which when the clients vehicle collides with it, massive problems occur. For example, the vehicle will be thrown into the air or the ball will just go through the mesh of the vehicle etc.
Could I get some pointers as to what I should be looking at to try and get it react as close to what the server’s vehicle does when colliding with the ball but on the client side.
Would it be interpolation/extrapolation or is there more to it when working with objects such as a sphere with physics?