#netcode
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redatudo · 1 month ago
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Virtua Fighter 5 R.E.V.O. chega aos consoles de última geração com cross-play e suporte a rollback netcode
A renomada franquia de jogos de luta, Virtua Fighter 5 R.E.V.O., anuncia sua chegada aos consoles de última geração, incluindo PS5, Switch 2 e Xbox Series, consolidando sua presença no mercado com suporte aprimorado a multiplayer via cross-play e tecnologia de rollback netcode. A evolução de Virtua Fighter 5 R.E.V.O. Desde seu lançamento original, Virtua Fighter 5 estabeleceu-se como uma…
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shawnthebro · 6 months ago
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Tag team matches need to have a camera that works for all active characters. Here’s how we can do that!
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sreegs · 2 years ago
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"the missile knows where it is because it knows where it isn't"-ass code
netcode is soooooo fucked up. guys i dont think games were meant to be played online
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mistakenot4892 · 3 months ago
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Progress on my little game project.
It looks extremely simple (because it is, really) but this is a client-server engine built on the Monogame rendering/input framework and the C# Socket class. I've never really worked on netcode before outside of one semester at Uni so this has been an interesting challenge.
With a regular single-player local game, you can update everything on the fly as frequently as your renderer refreshes (120 times a second for my render layer). You don't need to have a specific authoritative (accurate and real) world state, because definitionally, the world state that exists is authoritative.
With my build, even local singleplayer is using a server via localhost, so prediction and interpolation are required to make inputs feel snappy and movement feel smooth. The server runs at 50ms intervals, so twenty times a second, which means if I just use the world state at any given point, movement is going to be choppy and inputs are going to be delayed. I need to interpolate (smooth out) movements across the 50ms intervals, and I need to run my movement and physics logic on the client to hide the 50-100ms latency between inputs and action on the screen.
Valve has some great documentation on their model which I have been using heavily, and I am currently trying to implement Gabriel Gambetta's writeup on client prediction so my character stops jumping around wildly on my remote test server.
The other big challenge at the moment is getting my serialisation and marshaling logic to work consistently. I am using MessagePack for serde, which is a lot easier than trying to write my own serde and handle Endianness and network byte order and whatnot, but I am struggling a bit with debugging bytestreams on the remote server. I may need to learn to use Wireshark and equivalent to work out what the hell is going on under the hood.
It has been a lot of fun, even if some of the bugs have been extremely frustrating. I am hoping to build this out into a general purpose engine for future game projects, but even if I stall out I have learned a ton about netcode for games.
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tragicallycrispygirl · 6 months ago
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So apparently it is actually possible to listen to all of Radiant Dawn in a single tower match of Guilty Gear -STRIVE-, provided the song is playing when either your Internet fucked up or your opponent disconnected and the game just traps you in "Please wait." limbo for fucking ever I guess
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help
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theearthmagicguy · 2 days ago
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For fucks sake, NOBODY in the central pthumeru chalice needs help on the 3rd floor?
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wakasagihimes-pond · 1 month ago
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I made a short realisation thinking about Touhou 9 last night. It's (and its mechanical sequel th19) one of those versus games where you mainly combat the other player by "sending" obstacles to the other player's screen. Like how Tetris does its versus mode.
So. I'm just thinking. A Tetris 99 styled touhou battle royale game, based off of Touhou 9 (or 19, take your pick).
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andnowrotfront · 1 year ago
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intense urge to play smash ultimate satiated by being unable to find my smash cartridge and remembering that nintendo online costs money now
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vinesauce-spogooter · 2 years ago
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slugcat-in-gundam · 6 months ago
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So, discord hates my shit internet and me in particular. Good to see that our tense relationships don't change.
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misty-missdee · 7 months ago
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my friends bought me rivals 2 (which is so sweet dont get me started)
amd the video game? knda sick.
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mistakenot4892 · 3 months ago
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Sometimes I talk about my field with people and think ah yes, I have domain-specific expert knowledge of some topics, I am competent in my chosen subject area.
Then I spend three hours trying to work out why my client program is connecting to itself instead of the server and I wonder if I should be permitted on the Internet without supervision.
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nozomijoestar · 9 months ago
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T8 netcode so bad I'm back on T7 today
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sodamop · 10 months ago
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replay code R4KE-NHPE-D3SY-NLTU
what the fuck splatoon
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hornetstabber · 2 years ago
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there is definitely something to be said about fromsoft games being notable for their difficulty having the unfortunate side effect of acting like some shield from criticism because if you have any issue with them there's a good chance someone is just gonna say "skill issue" without elaborating or thinking at all
it's kinda hard to reliably point out though, since that's obviously dependent on whatever an individual person considers bad design and what another considers difficulty. because i'm saying this despite how much i love hitting people with "skill issue" when i feel it's really the case
that said i'd like to reiterate that elden beast is a boring slog of a fight with nothing but pretty visuals going for it
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doedipus · 1 year ago
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I managed to take a few sets off of one of the people who beat me in bracket next time and I definitely have a lot of notes on the counter-adaptation for next time, so I thiiiink I might have a shot this month if she's there again
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