UDP Snapshot interpolation
This Godot demo showcases UDP snapshot interpolation for networked physics, demonstrating essential techniques for real-time multiplayer games. It includes adjustable network frame rate and smooth animation through interpolation, though the author now favors state synchronization.
https://github.com/empyreanx/godot-snapshot-interpolation-demoUDP Snapshot Interpolation Demo in Godot
This demo provides a practical example of UDP snapshot interpolation within the Godot Engine, focusing on essential techniques for developing real-time multiplayer games. While the author now recommends state synchronization as a superior approach, this demo serves as a valuable learning resource for understanding interpolation methods.
Key Features
The demo features a simple physical simulation involving three boxes, where users can interact with them from both the client and server sides. It also simulates varying network conditions by limiting the number of packets sent per second, which allows one to observe how the interpolation handles less-than-ideal network circumstances.
Interpolation Techniques
The client utilizes an interpolated buffer, ensuring smooth animation despite network latency or packet loss. Specifically, the demo employs Cubic Hermite interpolation for positions and Spherical Linear Interpolation (SLERP) for rotations, showcasing techniques to maintain visual smoothness in a networked environment.
Server Setup
The demo includes instructions for setting up a dedicated server using the headless version of Godot, providing a complete setup for testing and experimentation. Despite the author's shift towards state synchronization, the demo remains a useful tool for understanding the basics of network interpolation in Godot.