Hey everyone, I've just released the demo program and presentation from
my AGDC 2004 talk "Zen of Networked Physics" with full source code.
In a nutshell the talk describes a generalization of standard fps
netcode techniques to any physics simulation, allowing you to perfectly
network any physics simulation provided that it is deterministic, driven
by input, and each object on the server is owned by a client.
All the standard techniques are presented such as client side prediction
(eliminate client side latency), important moves (redundancy to handle
packet loss situations) and lock step between client and server. This
demo implements these techniques flawlessly to such a point that the
simulation can be networked at a simulated 2 seconds latency and 50%
packet loss with zero snapping and percieved latency for the client.
A full description of the demo and source and a download can be found at:
http://69.55.229.29/archives/2004/12/zen_of_networke_1.html
You can also find a series of articles on game physics and networking
supporting this talk here:
http://www.gaffer.org/articles
with supporting sourcecode here:
http://69.55.229.29/downloads/GamePhysics.zip
hope you guys find this stuff useful
cheers,
Glenn Fiedler
ga...@ga...
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