3IMPACT GAME ENGINE MULTIPLAYER SYSTEM
Synchronized Simulation. A few function calls will enable your
simulations to run, in synchrony, on multiple LAN or Internet connected computers,
and to be remotely controlled real-time. Specifically designed to work with
3Impact's dynamics system, the multiplayer engine does everything behind the
scenes for you. Just forget issues like dead-reckoning, cubic spline interpolation,
prediction algorithms!
Because the whole simulation, including collision detection, sound effects,
game logic and so on, is processed locally on each connected computer, it
tends to run identical on all linked computers.
It means that only small and infrequent adjustments
will be necessary to keep it the same for all users.
This approach minimizes the amount of data to share, thus ultimately
maximizing the number of simultaneous players.
Client/server-based Network Messaging. Additionally, the engine provides functions
to transfer binary data from clients to the server and from the server to each
specific client.
You can use low-level data transfer functions to implement chat systems, to
upload/download files, to share game databases and even to code custom
synchronization systems.
But you'll find low-level function power and flexibility great, when
it comes to implement game-specific world state distribution algorithms for
your massive multiplayer games!