A Godot engine demo showcasing networked physics using state synchronization over UDP for smooth client-side interpolation.
godot-state-sync-demo is a networked physics demonstration project for the Godot game engine that implements state synchronization over UDP. It shows how to create server-authoritative physics simulations where clients interpolate between server state updates to achieve smooth gameplay. The project solves the problem of maintaining consistent physics across networked clients while minimizing perceived lag.
Godot developers building multiplayer games with physics interactions, particularly those needing to implement reliable networked physics with client-side smoothing.
Developers choose this demo because it provides a clear, practical implementation of state synchronization specifically for Godot's physics system, with working interpolation and error correction that can be adapted to real projects.
A simple networked physics demo for the Godot engine using state synchronization and UDP
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Provides a practical, working implementation of state synchronization for Godot's physics engine, making complex networking concepts accessible through a runnable demo.
Implements server-authoritative simulation with client-side interpolation, ensuring physics consistency across networked clients as emphasized in the README's philosophy.
Includes linearly interpolated error correction for position and rotation, helping smooth discrepancies in the simulation based on the README's features list.
Ported to Godot3 with the original Godot2 version preserved, offering relevance for current developers while maintaining historical context.
The README lists TODOs like jitter buffer and compression, indicating missing optimizations critical for robust networking in production games.
Focuses solely on physics synchronization without addressing broader multiplayer needs such as player management or game logic, limiting its utility for full game development.
Requires running a dedicated server with Godot's headless version, which might be challenging for developers new to Godot networking or server setup.