Networking
Physics Programmers
for
Glenn Fiedler
Sony Santa Monica www.gafferongames.com
Tuesday, March 16, 2010
This talk is about how to network a physics simulation over the internet. This talk is in three parts: 1) First I will show you how the Internet works - How much bandwidth you can use, what network conditions are like and whether to use TCP or UDP for sending packets etc... 2) Next I will show you how to synchronize a physics simulation running on one computer such that it can be viewed on another. 3) Finally, I’ll describe one possible networking model (out of many) in reasonable detail. This networking model is well suited to P2P cooperative games with lots of physics object interactions. I’ll show you how this network model avoids O(n) simulation cost per-player, how it hides latency when players interact with physically simulation objects, and how it supports late joins - all without requiring a dedicated server. Lets begin!