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-demo

State 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.

Resource Details

demo

empyreanx



3