CoopShooterUdemy
NG-FPS
CoopShooterUdemy | NG-FPS | |
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1 | 5 | |
353 | 67 | |
- | - | |
2.6 | 0.0 | |
almost 3 years ago | over 1 year ago | |
C++ | C++ | |
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CoopShooterUdemy
NG-FPS
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Server side vehicle physics engine?
Also recommend these documents + samples as a starting point, https://github.com/jpetanjek/NG-FPS
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"Just add multiplayer"
Oh as long as we are posting life consuming github pages.
- It would be cool if engineers could dig trenches to protect against arty.
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**Do you keep a devlog of your progress? Where? Why? And What do you log?**
For example: https://github.com/jpetanjek/NG-FPS/wiki
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The influence of lockstep and state sync on games
Yes you are right when you say that these are arbitrary, since, like I mentioned, the accumulator has the last say on what actually gets replicated ect. To address theoretical player numbers, these were given for lockstep, which is hard to optimize, since like I said all inputs must be received, and again they assume no CPU bottlenecks. I did not address state sync/positional updates as it is a huge topic reserved for my next video specifically, which has a wiki post ready for it, where I give my breakdown.
What are some alternatives?
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UEViewer - Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).