Networked Physics in Virtual Reality

Networking a stack of cubes in VR with Unity and PhysX

State Synchronization

Keeping simulations in sync by sending state

Snapshot Compression

Advanced techniques for optimizing bandwidth

Snapshot Interpolation

Interpolating between snapshots of visual state

Deterministic Lockstep

Keeping simulations in sync by sending only inputs

Introduction to Networked Physics

Three ways to network a physics simulation

Collision Response and Coulomb Friction

Making a go stone bounce and spin realistically

Rotation & Inertia Tensors

Accurately modelling the wobble of a go stone

Go Stone vs. Go Board

Collision detection between stones and the board

How The Go Stone Moves

Simulating the motion of go stones as rigid bodies

Tessellating The Go Stone

Generating a triangle mesh for the go stone

Shape of The Go Stone

Modelling the shape of a biconvex go stone

Introduction to Virtual Go

My project to simulate a go board and stones

Networked Physics (2004)

How to network a physics simulation

Spring Physics

How to simulate springs and dampers

Physics in 3D

How to simulate the motion of rigid bodies

Fix Your Timestep!

How to step your physics simulation forward

Integration Basics

How to integrate the equations of motion