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A simple networked physics demo for the Godot engine using snapshot interpolation and UDP

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empyreanx/godot-snapshot-interpolation-demo

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Snapshot Interplation Demo

Note: Snapshot interpolation is no longer my favoured approach for networked physics using Godot. Please see the state synchronization demo for a much better approach.

Introduction

The purpose of this demo is to demonstrate essential techniques required to make real-time multiplayer games using the Godot Engine.

The server runs a simple physical simulation involving three boxes. Users can drag the boxes around on either the client or the server. The server simulates less than ideal network conditions by sending only a limited number of packets per second.

The client uses an interpolated buffer to ensure animation remains smooth even in the face of bad network conditions.

To start a dedicated server with the headless version of Godot type, "godotserver -server" in the project directory.

To see where I got the ideas behind the interpolation, visit Gaffer on Games.

It looks like I might be able to do delta compression after all thanks to some changes being made by Juan.

I did more reading about client-side prediction and lag compensation, and I've concluded that both techniques are inappropriate for this demo.

Features

  • Input handling on both client and server
  • Adjustable network frame rate to simulate less than ideal network conditions
  • Cubic Hermite interpolation for positions
  • Spherical linear interpolation for rotations

License

Copyright (c) 2015 James McLean
Licensed under the MIT license.

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A simple networked physics demo for the Godot engine using snapshot interpolation and UDP

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