--- Hello readers, I’m no longer posting new content on gafferongames.com Please check out my new blog at mas-bandwidth.com! --- Introduction Hi, I’m Glenn Fiedler and welcome to Networking for Game Programmers. Lately I’ve been doing some research into networking game physics simulations via deterministic lockstep methods. The basic idea is that instead of synchronizing the state of physics objects directly by sending the positions, orientations, velocities etc. over the network, one c...| Posts on Gaffer On Games
Hello readers, I’m no longer posting new content on gafferongames.com Please check out my new blog at mas-bandwidth.com! Introduction Hi, I’m Glenn Fiedler and welcome to Networked Physics. In the previous article we networked a physics simulation using deterministic lockstep. Now, in this article we’re going to network the same simulation with a completely different technique: snapshot interpolation. Background While deterministic lockstep is very efficient in terms of bandwidth, it’...| Gaffer On Games
Introduction Hi, I’m Glenn Fiedler and welcome to the first article in Networked Physics. In this article series we’re going to network a physics simulation three different ways: deterministic lockstep, snapshot interpolation and state synchronization. But before we get to this, let’s spend some time exploring the physics simulation we’re going to network in this article series: Your browser does not support the video tag. Here I’ve setup a simple simulation of a cube in the open so...| Gaffer On Games