Hi all,
just started working on a framework for synching physics over the network. Motivation for me is to enable a multiplayer physics based game I’ve been toying with. A list of features I’ll include:
- Local physics recording to enable slow motion replay, etc.
- Send physics replays over the network to enable remote replay.
- Send physics updates to enable remote synching.
- Configurable level of accuracy to reduce network traffic.
- Simple P2P architecture… users own the physics for their turn (or alternatively opponent owns physics), owner swaps each turn.
Some other things that I might include:
- Client-server based architecture (server is authoritative). Enabling simultaneous instead of turn based control.
- More complex P2P based architecture, clients own certain objects or interactions.
- Cheat detection (clients flag an issue when the other clients data falls significantly outside the bounds of what is expected).
- GameKit integration.
- Dynamic accuracy level which changes in response to latency/throughput.
- Support for n-clients.
Just thought I’d post a poll (never done so before), to see what the level of interest is like.
Also if you have a feature that you think would be useful post it here!
Regards,
John A