[GD-General] Zen of Networked Physics
Brought to you by:
vexxed72
From: Glenn F. <ga...@ga...> - 2005-01-03 01:59:25
|
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... |