John Deweese (thanks!) pointed me to this neat demo for a presentation at the upcoming GDC. It demonstrates how to network your physics-enabled game. How do you keep the clients and servers in-sync if they both are running the simulation? It’s a neat demonstration of how network latency and packet loss affect your application. Source and execuatable are provided! Give it a try.
Archive for January 26th, 2005
Networked Physics
Wednesday, January 26th, 2005IM tip
Wednesday, January 26th, 2005Don’t leave your IM open during a presentation
http://www.flickr.com/photos/digitalweb/3797979