onsdag 14 maj 2014

Network Programming

I'm currently a programmer for Cavelight Entertainment developing a cool game called Velocity Stream.

It's a racing game where the road is built in real time by one player playing as the Paver. Currently I'm working on the networking. A first version used non-authoritative server but that comes with a host of problems so I've almost finished migrating to an authoritative approach, some tweaking on input handling is needed but other than that the largest part is prediction, interpolating positions and reconciliation but I've found this great resource that gives a guide on how to do it: Fast-Paced Multiplayer

We are building the game in Unity and even thou it takes care of a lot of things for you multiplayer games are annoying to work on just because of the sheer amount of things that may have to be communicated and dealt with as well as debugging can be a total pain.

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