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by l33tman 1956 days ago
I wrote a minecraft clone with full physics sim, and networked multiplayer synced state between all clients. I had to spend a LOT of time on the multiplayer physics state propagation, it requires perfect clock synchronization, both client and server side predictions, interpolations, extrapolations and render-interpolations to maintain smoothness with hundreds of physics objects tumbling and flying around after explosions etc. It's extremely complicated and it's not going to help just having some sort of cloud SDK replicating an in-game memory area unfortunately.

But if your goal is not networked physics, it's certainly a much more simple problem!