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jMonkeyEngine 3.0 Cookbook by Rickard Edén

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Networked physics

This recipe will go into something of a final frontier in game development. The topic is extremely application-dependent, and it is difficult to get right. Hopefully, after going through this recipe, you will have a basic framework in place that can be adapted to specific projects.

Getting ready

This recipe is for those who have a fundamental understanding of both Chapter 7, Networking with SpiderMonkey, and Chapter 8, Physics with Bullet. This recipe will describe how to implement networked physics in the networked fps that was discussed previously in the book. Since this is built on top of the existing framework, an AppState pattern has been chosen to isolate as much of the physics code as possible. There will be some overlapping, ...

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