GDC 2010 Networked Physics Slides + Demo

by Glenn Fiedler on March 11, 2010

Big thanks to everybody who attended the physics tutorial today. You guys had some excellent and very thoughtful questions at the end of the talk. I really enjoyed answering them – thanks for being a great audience!

UPDATE: I just uploaded the final versions of the slides with lots of extra notes + instructions for reproducing the demo sections. If you downloaded the previous versions then you should take another look!

Here are the final keynote slides for “Networking for Physics Programmers” with presenter notes: http://bit.ly/ckf1Xu

Here are the final PDF slides with notes sans superfluous visual effects: http://bit.ly/9CFzWb

Here is the demo shown in the talk: MacOSX 64bit Binary + Source, Win32 Binary

Have fun!

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What every programmer needs to know about game networking

by Glenn Fiedler on January 24, 2010

For some bizarre reason I felt inspired to spend my one day off from work during crunch writing an article chronicling the development of modern game protocols. From RTS peer-to-peer lock step, to client/server, right up to FPS games and client-side prediction.

And I’m strangely enamored with the result, it flowed very well when writing it – and I believe it to be the best article I’ve written so far. It’s also the first article where I’ve felt compelled to include references to other people’s work instead of presenting just my own research.

What every programmer needs to know about game networking

You’re a programmer. Have you ever wondered how multiplayer games work?

From the outside it seems magical: two or more players sharing a consistent experience across the network like they actually exist together in the same virtual world. But as programmers we know the truth of what is actually going on underneath is quite different from what you see. It turns out that it’s all an illusion. A massive sleight-of-hand. What you perceive as a shared reality is only an approximation unique to your own point of view and place in time.

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Pandemic Shut Down

November 22, 2009

Very sad news earlier this week: Pandemic Studios was shut down by EA. No point moping about although. What’s done is done. I choose to remember the good times not the bad: the friends I made and the colleagues I worked with at Pandemic and the shared experiences we went through. No matter how difficult [...]

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It's Cold in Montreal!

November 14, 2009

Spent most of my flight thinking through my slides and material and making adjustments, then watched through Harry Potter the Half Blood Prince, but we arrived before the movie finished! Now I must find out how it ends… Arrived Friday night around 9pm. Discovered this while in the customs line that my passport was no [...]

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Solving the Networked Physics Puzzle

October 16, 2009

Traditional networking techniques work well for simple linear motion, but start to break down when networking complex rigid-body physics simulations where objects can tumble, stack and interact with each other. This light-hearted and humorous tutorial takes a look at various options, techniques and pitfalls to watch out for when networking this sort of simulation, providing [...]

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Debugging Multiplayer Games

September 6, 2009

It seems that every few months I read a post-mortem or I hear about a case where a team had to cut multiplayer at the last minute, because it didn’t fit into the schedule, or they couldn’t get it working, or because they want to “focus on the singleplayer experience”. This is especially true of [...]

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The Return of the Timestep Crusader

September 4, 2009

Come with me now folks on a magical journey into the mind of abaraba – the timestep crusader. Regular readers of this blog may remember the last time abaraba shared his brilliant ideas with us. Now he’s back in a brand new episode! You’ll discover incredible, fantastical things: how P2P actually uses less bandwidth than [...]

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Montreal International Game Summit 2009

May 22, 2009

Good news! I’ve been invited to speak at the Montreal International Game Summit 2009 I haven’t decided on a name for the talk yet, but it will focus on networked physics and combine material from my GDC 2009 tutorial, lecture and new material I’m going to develop over the next few months. The basic overview [...]

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Aussie Aussie Aussie – OI OI OI!

April 7, 2009

Incredible. Just Incredible! Heads are screwed on right down under. After years of bungling they’ve made the right call. Just perfect! Kevin Rudd has announced that the NBN tender process has been terminated, and that the government will go it alone on a new $43 billion broadband network. The new wholesale-only network will connect 90% [...]

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Networking for Physics Programmers

March 24, 2009

Here are the slides for my tutorial tomorrow The goal of the tutorial is to show people the basic ideas of how to network a physics simulation The key points are: Use UDP, not TCP Aim for 64kbit/sec – That’s 256 byte packets, 30 times per-second ** Handle out of order packets with a sequence [...]

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