Okay, a video that I can actually embed this time!
Specifically, this video shows some prototype gameplay, including:
Text
Choices
Climbing
and
COMBAT!
(All with stand-in graphics, mind.)
Okay, a video that I can actually embed this time!
Specifically, this video shows some prototype gameplay, including:
Text
Choices
Climbing
and
COMBAT!
(All with stand-in graphics, mind.)
I think the dice roll is great, even if it’s just a test.
regards
Thank you so much!
I have a bug or two to sort out, and some changes to make to the artwork, but I am overall happy with my dice! ![]()
This is one of the latest video tests from my sandbox environment.
I’m evaluating how the new physics synchronization method performs in a lan session with all graphical effects enabled.
This current approach is stable but doesn’t run identical dynamic simulations across clients.
Instinctively I tried, but the closer I get to precision the more I lose stability.
I’m surely not using the right technique for Bullet, but is perfect synchronization strictly necessary for a generic system applied to all active rigid bodies?
In most shipped games physics interactions are often simplified or tuned based on the specific mechanics.
That’s why in a darts mechanic I had to explicitly synchronize the final state, otherwise the scoring would diverge between clients
I would refrain from calculating the result of a hit on the client, it is better to send data to the server, the throw and the result should be calculated by the server.
of course, server is authoritative and broadcasts physics state to all clients like in a star topology, final state for darts are calculated and sent to all by the server.
But i dont force final state for all active items, I prefer to send the velocities and quaternions, letting the clients run their own simulation which will be corrected by merging velocities.
With this metod final state never matches perfectly, especially the rotation, but I get always smooth movements on the clients: setLinearVelocity and setAngularVelocity VS setTransform.
Networking with Panda3D and Bullet is stimulating
i am working on a massive game like roblox with my team it will have high graphics, great physics, better collision and greate visuals i plan to release it on 7th december 2030.and it will be available on steam, itch.io, and our website(www.suburgames.com).keep watch for updates and thanks for reading.good bye.
Could you show us some screenshots?
these are some screenshot of it working.is it cool.but, please feel free to give us advice and you can also contribute to us.thanks for your time.
Guys what do you think about it?
It looks like a fake, usually there is a direct link to the store’s steam page, but you don’t have it.
i told you not yet.
i am still working on it
Where is the logic, you provided the screenshots from the steam store, but there is no game…
i just want to show how it will look like
This topic is not intended to announce development plans, but to talk about current progress.
Yeah, it’s a prototype / early dev footage. I’m building the systems step by step.
And it’s (amongst other things) screenshots of that process, that building up of systems, that we’re looking for in this thread.
Show us what you (actually, currently) have! ![]()
Well, that character is cute, so the result looks good so far at least! ![]()