
Multiplayer Gaming & Flight Simulation - Computerphile
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Using the example of a flight simulator to discuss the complexities of coding a multi-player game. What data do you send? When do you send it & how often? Dr Julian Onions talks about his experiences of working on a flight simulator. Computerphile is supported by Jane Street. Learn more about them (and exciting career opportunities) at: jane-st.co/computerphile This video was filmed and edited by Sean Riley. Computerphile is a sister project to Brady Haran's Numberphile. More at bradyharanblog.com 00:00 - Introduction & The Challenge of Flight Sim Sync 00:45 - Spatial Coordinates & 3D Attitude (Pitch, Roll, Yaw) 02:17 - Network Packets & Why UDP is Used 03:14 - Dead Reckoning & Velocity Interpolation 04:34 - Origin Points, Scale, and Floating Point Precision 06:16 - The Area of Interest "Bubble" & Client-Server Sync 08:06 - Packet Loss, Priority, & Modern Combat Scenarios 09:29 - Levels of Detail (LOD) & State Updates (TCP vs UDP) 11:23 - Latency, Lag, & Smoothing Visual Position 13:18 - Global Coordinates, Multiple Origins, & Flight Radar 15:48 - Predicting Turns: Velocity vs Acceleration 17:31 - Coordinate Systems in Space Simulations (Elite Dangerous)
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