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Hello!
Just got a chance to try out junowen and it's very impressive!! Thank you for creating it!!
I had a relatively important suggestion, however, if it is possible.
I haven't studied how adon…
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i tried with Smube and we had like 70ms ping, we both had "rollback 1" in ume.ini and i was hosting
we both have above 3ghz cpus
we tried a cps1 game first: Street Fighter II': Champion Edition (Wor…
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***PCSX2 version:***
1.7.8 onwards
Goal: implement Retroarch's existing runahead/rollback netplay with the newly created PCSX2 Core (implementing it on later versions of PCSX2 also acceptable). Mu…
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I love the use of this emulator more over SNES9x. The only reason I'm still using that dinosaur of an emulator is because the build they use on fightcade was retrofitted with rollback netcode (which i…
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Make Player work with Rollback Netcode.
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copy the rollback part of the netcode from https://github.com/rcmagic/DemoFighterWithNetcode/blob/master/game/main.lua
so that the game doesn't desync when a player dashes
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Hi! So, I want to use the deterministic physics portion of the library, but I want to use my own netcode (the project I'm working on prefers rollback). Is there any way to separate the networking port…
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Has anyone tried to implement in delay based netcode to the Wii version of Genesis Plus GX?
The Wii couldn't handle rollback so something alot less demanding like delay based would be a better suit.…
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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…