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This demo shows how the real-time positions of objects in a multiplayer 3D world can be synchronized over WebSockets and HTTP in a very optimized way.

Please read the explanatory article for a background and the full explanation of this demo.

Identity

My nickname: What I think: World:

Tuning

Current downstream bandwidth of this client:
--
(
--
)

Physics engine:


Data encoding:




Max bandwidth (for full page)
unlimited kbps
Resynchronization every
2 seconds

Matrix

This table shows the positions and rotations received from the server. If in the Tuning section you select the Client-side physics engine, only the periodic world synchronization will be delivered by the server.
Position Rotation
Player X Y Z Quaternion X Quaternion Y Quaternion Z Quaternion W

Commands

add +1 force impulse on axis X
add -1 force impulse on axis X
add +1 force impulse on axis Y
add -1 force impulse on axis Y
add +1 force impulse on axis Z
add -1 force impulse on axis Z

add +1 torque impulse on axis X
add -1 torque impulse on axis X
add +1 torque impulse on axis Y
add -1 torque impulse on axis Y
add +1 torque impulse on axis Z
add -1 torque impulse on axis Z

Rendering

Camera zoom:
+
-
Camera field of view:
+
-

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