UDP State synchronization
This demo showcases state synchronization in Godot for networked physics, offering a more efficient approach than snapshot interpolation. It includes features like sequence checking and linearly interpolated error correction.
https://github.com/empyreanx/godot-state-sync-demoState Synchronization Demo in Godot
This demo illustrates the state synchronization technique for networked physics in Godot. It's presented as a more efficient alternative to snapshot interpolation. Both the client and server run the physics simulation, with the server sending state snapshots to the client at a high rate.
Key Features
- Sequence Checking: Ensures state updates are processed in the correct order.
- Linear Interpolation: Provides error correction for position and rotation, resulting in smoother motion.
- Experimental State Expiration: Includes an experimental feature for state expiration.
- Jitter Buffer: Implements a jitter buffer to handle network latency variations.
- Snap State: Snaps state when the distance exceeds a certain threshold.
- Compression: Aims to compress data for efficient network transfer.
This demo provides a practical example of implementing state synchronization in Godot for creating networked games with smoother and more accurate physics simulations.