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!