What does it make it so fast? Just by using UDP instead of TCP?
It combines UDP with a scheme where it only sends the changes. It also highly packs the information. It can fit more than 70 full object updates in less than 1400 bytes or so… but often it doesn’t even need to send full object updates.
Also the typical use-case as in the sim-eth-es example has interpolation, too, using the TransitionBuffers in the BodyPosition component.
Is there any way to send updates more frequently?
More frequently than 20 times a second? Wouldn’t this be better in another thread?
Been in the dark way too long, currently working on GPU Powered Particles, the particles follow the movement of a white ball that oscillates back and fourth:
A little “dolly zoom”? One of my favorite cinematic ‘effects’.
I think if I were ever a director, I would have trouble not putting a zolly in every film.
Indeed. I’ve done it before but it was dodgy… finally got around to adding the math to keep the character framed.