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Note: Snapshot interpolation is no longer my favoured approach for networked physics using Godot. Please see the state synchronization demo for a much better approach.
Introduction
The purpose of this demo is to demonstrate essential techniques required to make real-time multiplayer games using the Godot Engine.
The server runs a simple physical simulation involving three boxes. Users can drag the boxes around on either the client or the server. The server simulates less than ideal network conditions by sending only a limited number of packets per second.
The client uses an interpolated buffer to ensure animation remains smooth even in the face of bad network conditions.
To start a dedicated server with the headless version of Godot type, "godotserver -server" in the project directory.
To see where I got the ideas behind the interpolation, visit Gaffer on Games.
It looks like I might be able to do delta compression after all thanks to some changes being made by Juan.
I did more reading about client-side prediction and lag compensation, and I've concluded that both techniques are inappropriate for this demo.
Features
Input handling on both client and server
Adjustable network frame rate to simulate less than ideal network conditions
Cubic Hermite interpolation for positions
Spherical linear interpolation for rotations
License
Copyright (c) 2015 James McLean
Licensed under the MIT license.
About
A simple networked physics demo for the Godot engine using snapshot interpolation and UDP