Field trip: Solar System Hall
⚠ Couldn't load the 3D engineThree.js failed to load from the CDN. Check your connection and reload.
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.