Henrik Chukhran retweetledi

200ms of simulated network latency. Same test. Different physics engine.
The first half shows Unreal's Chaos physics. Notice the visible corrections and jitter when interacting with overlapping surfaces.
In the second half, I switch to Box3D (debug rendering enabled) under the same network conditions. The corrections largely disappear and the movement remains much more stable.
This is still early research, and I'm sure Chaos has tuning options I haven't explored yet. But Box3D's deterministic simulation and lightweight design are proving to be very promising for networked gameplay.
I've been building these experiments in my spare time, and I plan to open-source the Unreal Engine integration soon so the community can experiment with it too.
Huge thanks to @emptyvesselplay for fostering a culture of pushing technology forward. Working on @playdefect every day inspires a lot of these experiments!
If you enjoy this kind of technical content, a repost or a wishlist for the games my team and I are building is always appreciated. ❤️
#gamedev #unrealengine
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