Zen of Networked Physics

Glenn Fiedler <[email protected]> Mon, 03 Jan 2005 12:59:33 +1100
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
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
[email protected]


-------------------------------------------------------
The SF.Net email is sponsored by: Beat the post-holiday blues
Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek.
It's fun and FREE -- well, almost....http://www.thinkgeek.com/sfshirt
_______________________________________________
Gamedevlists-general mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/gamedevlists-general
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_id=557