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 of the talk is something like this:
- How the internet works and why we should use UDP
- Bandwidth considerations, packet structure, 64kbit/sec
- Describe basic algorithm for synchronization: push/pull/serialize with visual smoothing
- Synchronize one server controlled cube, client is just a viewer of simulation
- Synchronize two player controlled cubes, client and server cube.
- Effects of latency, client side prediction
- High simulation cost for rewind and replay, client side prediction breaks down in a dynamic world
- Dynamic world synchronization: options – client side prediction, no prediction, styrofoam, authority scheme
- Fiedler’s Cubes demo showing authority scheme to avoid high cost
- Corrections, reverse corrections
- Compression techniques
- Cool demo to go out
- Extended Q&A
The idea is to pretty much combine all the talks I’ve done so far on networked physics and present the information in a clear, simple manner – anybody who comes to this talk will leave with all the knowledge they need to network a physics simulation.
And of course, I get to spend a weekend in Montreal with my sweetheart about 2 months after we get married
So you see, it’s win-win folks