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Replicating Chaos - Vehicle Replication in Watch Dogs 2

Offered By: GDC via YouTube

Tags

GDC (Game Developers Conference) Courses Game Development Courses Network Architecture Courses

Course Description

Overview

Explore the intricate techniques used in Watch Dogs 2 for vehicle replication, network latency compensation, and realistic vehicle-to-vehicle collision representation in this 32-minute GDC 2017 session. Delve into trajectory debugging, projective velocity blending, turn prediction, snapshot buffering, and physics simulation blending as Ubisoft Toronto's Matt Delbosc breaks down the challenges of vehicle replication in online gaming. Learn about the complexities of interpolation vs. extrapolation, collision unpredictability, and unsolved problems like static collisions and the uncanny valley. Gain insights into future investigations and potential solutions for creating more seamless and realistic vehicle interactions in multiplayer game environments.

Syllabus

Intro
Network architecture
Why are vehicles hard?
Trajectory Debugging
Projective Velocity Blending What this looks like
Turn Prediction
Snapshot Buffer
Too much interpolation
Extrapolation vs Interpolation
Vehicle collisions
What happened?
Physics Simulation Blending
Blend Factor Tuning
Collision Unpredictability
Unsolved Problems
Static Collisions
The Uncanny Valley
Future Investigations


Taught by

GDC

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