{"id":101009,"date":"2019-09-27T18:43:00","date_gmt":"2019-09-27T18:43:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/351301"},"modified":"2019-09-27T18:43:00","modified_gmt":"2019-09-27T18:43:00","slug":"video-how-vehicles-replicate-and-collide-in-watch-dogs-2-multiplayer","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/09\/27\/video-how-vehicles-replicate-and-collide-in-watch-dogs-2-multiplayer\/","title":{"rendered":"Video: How vehicles replicate and collide in Watch Dogs 2 multiplayer"},"content":{"rendered":"<p>In this 2017 GDC session, Ubisoft Toronto&#8217;s Matt Delbosc explores the techniques used in <em>Watch Dogs 2<\/em> to replicate vehicle trajectories, compensate for network latency, and realistically represent vehicle-versus-vehicle collisions between players.&nbsp;<\/p>\n<p>Delbosc&nbsp;disussed in detail&nbsp;several well-known techniques, including&nbsp;projective velocity blending, snapshot buffering, and physics simulation blending, as well as&nbsp;presenting&nbsp;practical approaches for combining them together. He shared copious examples from the development of&nbsp;<em>Watch Dogs 2<\/em>, and concluded with a look at unsolved issues and where the team might go in the future.&nbsp;<\/p>\n<p>It was a fascinating talk, one you can now watch for free&nbsp;over <a href=\"https:\/\/www.youtube.com\/watch?v=_8A2gzRrWLk\">on the official GDC YouTube channel<\/a>!<\/p>\n<p>In addition to this presentation, the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>&nbsp;and its accompanying&nbsp;<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>&nbsp;offers numerous other free videos, audio recordings, and slides from many of the recent&nbsp;<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC&nbsp;already have full access to GDC Vault, and interested parties can apply for the individual subscription via&nbsp;<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>.&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this 2017 GDC session, Ubisoft Toronto&#8217;s Matt Delbosc explores the techniques used in Watch Dogs 2 to replicate vehicle trajectories, compensate for network latency, and realistically represent vehicle-versus-vehicle collisions between players.&nbsp; Delbosc&nbsp;disussed in detail&nbsp;several well-known techniques, including&nbsp;projective velocity blending, snapshot buffering, and physics simulation blending, as well as&nbsp;presenting&nbsp;practical approaches for combining them together. He [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":101010,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-101009","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/101009","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=101009"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/101009\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/101010"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=101009"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=101009"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=101009"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}