🧪 Metaverse Metaverse Education Simulation
Interactive 3D metaverse-classroom simulator: watch client-side dead reckoning keep student avatars in sync on a shared virtual field trip as you dial network latency, packet loss and update rate.
This simulation explores the use of metaverse technologies for educational purposes by modelling the exact networking problem behind them: keeping a classroom of student avatars visually in sync during a shared virtual field trip. Each avatar's true motion runs on a simulated server while every other participant's device only receives occasional position packets, so the client fills the gaps with client-side prediction (dead reckoning) — extrapolating from the last known position and velocity. Dial in update rate, network latency and packet loss to see how a real immersive-learning platform balances bandwidth against visible desync, with live readouts for average positional drift and sync accuracy across the whole class.
This simulation explores the use of metaverse technologies for educational purposes. It demonstrates immersive learning experiences, virtual field trips, and interactive simulations for various subjects.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install