Networked Threaded Physics Simulation

This is the most recent piece of work I completed. It is a networked physics simulation with lots of lovely windows threads jostling for the CPUs love.

Multiple clients connect to a main server, which holds all of the allotted spheres in the world (250,000 no less), and then the server kindly hands out spheres to the clients based on their position in the world. The client then updates all the physics for the spheres, which could be effected by a magnet attached to the client and air jets on the grid (in the holes if you can see).

There is also a lovely RK4 integrator in there somewhere to try and make sure the simulation behaves itself.

I hope you enjoy checking out some screens from it.

Video:

(Coming Soon)

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