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- [x] Server-client architecture
- [x] Client side prediction and lag compensation
- [ ] UI
- [x] Draggable windows
- [x] Resizable windows
- [x] Tabbed interface
- [ ] Polished GUI skin
- [x]…
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I'd like to create an example that shows how to create a game where only (mostly) the player inputs are replicated; the game is deterministic and uses a very low amount of bandwidth, even if there are…
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# Problem
Decentralized local-first apps are still not mature enough for industry as there are many active areas of research in CRDTs and we still need a whole paradigm shift in how we handle business…
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Since we have access to the redacted anonymous data already from the city officials, we should be taking a step further and predicting the next predicted site, given the existing ones. Think of standa…
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Client version: 1.8.9, 1.9.4, 1.12.2 / 1.13.2
Server OS: Linux
Cuberite Commit id: latest master
### Expected behavior
Right clicking an empty map creates a new map and allocates a new map n…
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Teleporter on default bNoDelete = False, so this actors replicted to client.
On replication Tag not sent. So when in code of Teleport called on local side:
```
foreach AllActors( class 'Teleport…
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I have a bunch of minor fixes but I'm unsure if they are wanted or not, lets give three examples
1) black holes when on the map will update the location of other ships client side ***without*** nee…
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How to reproduce bug:
- Start a new game (CS/HL/HL Mods/etc)
- `pause`
- Fire
**Expected behavior**:
Nothing happens.
**What you get:**
you see fire or reload animation of your weapon, sprays, you h…
ghost updated
5 years ago
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@stream and @defer are collaborative efforts between the client and server to improve the application’s time-to-interact metric. This issue discusses some important reasons to enable the server to cho…
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Hello,
I've recently tried to play Quake 1 Co-op with a friend over the internet, and we experienced lag due to the NetQuake protocol not being optimized for that.
I could simply play using FTE …