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Networked physics system written in C++ using raylib and raknet

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Networked Physics System

A C++ system used to synchronize physics state between clients using an authoritative server, with client side prediction for player input. Uses RakNet for networking and Raylib with a cpp wrapper for math functions.

The system consists of three parts: the server, the client, and shared classes. Each of them has a project and compiles to separate static libraries. Refer to DOCUMENTATION.md for information about how the system works and implementation.

The system uses a custom 3D physics simulation that is prone to bugs resulting from angular velocity being calculated incorrectly from collisions involving objects rotated on multiple axes. It also only has two colliders: sphere and OBB.

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Networked physics system written in C++ using raylib and raknet

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