My first working netcode!
Added 2018-12-31 16:51:56 +0000 UTCHey guys,
Sorry I've been silent for a while. I have been busy working on Blazing Strike, but I still feel bad that I couldn't update you on a regular basis :( With that said, here's a pretty big chunk of feature that I have been working on.
What you see here is a custom netcode that I implemented. This feature is being worked on for Blazing Strike's network mode, and it connects via P2P (peer-to-peer), like every other popular fighting game netcode does, and has the following mechanisms:
- rollback (ROLLBACK!)
- deterministic step/state
- reliable UDP
https://twitter.com/markarotGC/status/1079770696111157249
I really want to avoid incorporating input delays if at all possible, but I guess there's a reason why even GGPO uses it. We'll see about this.
I plan on trying out GGPO after I'm done with my own netcode, and compare the two. I really hope mine could hold its ground, so I don't have to pay like $10k for a GGPO license :P
Anyway, I will be going back to working on artwork more often starting 2019 :)
Happy New Year!
Comments
thank you! i still need to stress test it but i am happy that i’m done with all of the features needed :)
Rarebreed
2019-01-02 18:47:16 +0000 UTChey man I'm glad you could make your own netcode! its pretty hard I learned watching fantasy strike develop
Charlie Gook
2019-01-02 05:38:00 +0000 UTC