Record, replay, and synch physics over the network

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:

  1. Local physics recording to enable slow motion replay, etc.
  2. Send physics replays over the network to enable remote replay.
  3. Send physics updates to enable remote synching.
  4. Configurable level of accuracy to reduce network traffic.
  5. 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:

  1. Client-server based architecture (server is authoritative). Enabling simultaneous instead of turn based control.
  2. More complex P2P based architecture, clients own certain objects or interactions.
  3. Cheat detection (clients flag an issue when the other clients data falls significantly outside the bounds of what is expected).
  4. GameKit integration.
  5. Dynamic accuracy level which changes in response to latency/throughput.
  6. 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

Hi guys, thanks for the votes.

If you are at all interested in beta-testing, or just receiving info on the progress/release of this please post here too.

  • John A

it seem interesting for my RTS project.

Possibly, although typically RTS’s are not physics based.

Bump

Are you still working on this? I might be interested.

I’am interested too.

Does this thread live? Any news?