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Multiplayer Gaming & Flight Simulation - Computerphile

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Multiplayer Gaming & Flight Simulation - Computerphile

Description: 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: https://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 https://www.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) Close description
      
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