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The past few days I've been mostly working on networking. Specifically syncing all things happening in the client and making sure other players can see it.

Multiplayer networking is a very complex problem. It's not just a matter of sending the positions and rotations of objects over the network. It is also about figuring out ways to smooth out unreliable highly variable changes due to latency. In shooters this is very important. There are also many props and objects that need to spawn whenever someone shoots. For example the dust, the muzzle flash, the bullet trail, the ground impact effects, blood stains, blood decals, etc.

This voxel game also now syncs falling voxel debris. One chunk is about 4 x 4 x 4 meters and has 4096 voxel units. That means that whenever there is a voxel chunk change, 4kb of data is to be packaged and sent over to the network. Luckily it doesn't happen often. However there can be scenarios where a massive building with 1 megabyte of data must be sent to all players if it becomes disconnected from the floor falls over physics style. I'll be posting examples in the next dev post.


Stay tuned!

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