HTML5 Multiplayer Client-Side Interpolation - Isogenic Game Engine

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Uploaded by on Dec 8, 2011

Box2D server-side simulation is piped to all clients including PC, Mac & iPad at regular intervals and the client's all interpolate between data points sent over the network, taking into account client/server latency.

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  • @fooblet Hey, no worries! Let me know if you get something up and running, I'd love to see it!!! :) Remember to check out the Isogenic Game Engine when you get the chance!

  • @coolbloke1324 i'd imagine its an intensely complex one lol. so, really, thanks so much! and thanks for actually responding! youve just launched me several days of researching further along :D

  • @fooblet The topic is pretty massive, way too complex to go into here but I modelled the entire server on the way that Valve does its multiplayer in the Source Engine. Google "Source_Multiplayer_Networking­" to find more details from Valve themselves about how their server works.

  • oops sorry, should be more specific....

    how is this achieved? im trying to create my own multiplayer system atm, but can foresee the server getting overloaded and crashing, or perhaps being too slow to properly have all of the clients react correctly (as in: one client cannot act twice before the server has time to relay the other clients' reaction)

    hah, i understand if you dont want to divulge too much, but i really would appreciate anything you could share!

    thanks so much!

  • @fooblet It is a video showing the Isogenic Game Engine synchronising client-side entities that are being processed on a server-side box2d physics simulation. All clients are showing the exact same screen. Each screen is a web browser window (including the iPad). Basically it is demonstrating the capability to display the same game world to all connected browsers / clients.

  • wtf! care to explain???

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