Networked Physics

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.

Zen of Networked Physics

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