In this stream, we're going to start working on implementing deterministic network physics.
The goal is to use this with the rollback and prediction network synchronization we've been working on for the last 6 weeks or so. And, ultimately, for this to replace the current netcode in Retro Tank Party.
As always, we'll be doing some playtesting on Stream, both of the released Retro Tank Party v1.1 and the in-progress rollback version of the game. Since the last stream, I've made a ton of progress on making it more robust with high latency and packet loss, so I'm super excited to try it with you all over the real internet.
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