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Noticed that stable/nightly builds do not have netplay support for the Wii. Is this a limitation of the platform, or are they simply not being compiled with netplay support enabled? I would think this…
ghost updated
10 months ago
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**Note, 2023-01-17**. This proposal is on hold indefinitely due to serious API concerns. The GOEXPERIMENT=arena code may be changed incompatibly or removed at any time, and we do not recommend its use…
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Use case:
* Exposing storing of StateRecorder (currently using exposed StateRecorderImpl)
Test Case:
* 2D Funnel initialized with lower gravity
* Physics Engine fixed to run at Step(0.05, 1)
* …
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Could brood be used for deterministic rollback netcode? Thanks.
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https://gamercade.io/
A fantasy console with big emphasis on online multiplayer w/ rollback netcode.
Haven't tried it myself (as I'm still considering various choices around here) but seems good t…
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# This bug report was migrated from our old Bugzilla tracker.
These attachments are available in the static archive:
* ~~[patch (SDL_modeless_size_move.patch, text/plain, 2014-02-06 05:21:48 +00…
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**Acceptance Criterion:**
- [ ] When an animation is played, it should be synced on the other side via rollback netcode.
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Even tho the game does feels more responsive with it enabled, I've read that it can cause issues for the opponent if they don't have it as well. Is that really a thing? I'm not using the FPS unlocker,…
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### Description
I'm sure this has been requested before, but would it be possible to see a delay-based P2P netplay client similar to what we've seen in the PCSX2 2012 netplay build or the Dolphin emu…
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"It is not thread-safe as the execution of single-threaded simulations is trivially deterministic"
does this mean rs-ecs is deterministic and suitable for rollback netcode with serialization (serde…