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taking a quick look through the code, and it seems as though the code is being run through a custom rollback netcode implementation written in typescript. However, wouldn't typescript be a bit slow? I…
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I'm sure the devs have more than enough going on working on compatibility for each game and core but as the title states, will there be the possibility of adding netplay to the client and even so will…
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### Describe the project you are working on
Top-down roguelite with rollback netcode that uses navigation for enemy pathfinding
### Describe the problem or limitation you are having in your proj…
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Add the ability to record a game and to play it back.
Done by storing the inputs.
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Lockstep netcode allows you to synchronize a deterministic game over the network even if you cannot serialize / restore it. This is used in the physics demo. However lockstep is not really practical, …
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### Describe the project you are working on
Multiplayer action roguelite with rollback netcode (more like a hybrid between rollback and server auth/client side prediction with delta compression but…
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## What problem does this solve or what need does it fill?
I was making a video about sub-apps as I thought they would be useful if someone wanted to brake a game up into differently controlled wor…
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Hello!
I'm quite interested in working on a rollback netcode project using Rapier, since it has a deterministic component. Godot's own physics are not great for this, but apparently according to this…
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Create the rollback implementation for the engine.
Currently, the engine is already made with this in mind, but this will still be a long task.