TheYellowArchitect
TheYellowArchitect
>I renamed it. Nice, the name is great as it distincts from local bookmarks > For aesthetics, you can search dmenu patches, just like the one I shared for Centered...
Aside of the above, literally nothing can be suggested at this moment, you have added so much in a single day, that I would feel greedy if I requested anything...
idk what im doing wrong. ```git clone https://github.com/nlupugla/godot-demo-projects``` does not have any save directory inside loading directory, even though I see it on github. Also it would be great if...
you are right, git clone defaults to master. `git clone -b saveload_api https://github.com/nlupugla/godot-demo-projects` The above works :)
I only want to mention that nearly all modern online realtime games use some form of snapshots and rollbacks, because interpolation of the last 2 snapshots isn't enough. While the...
> let a = { a: 100, b: 200 ... myObject}; That is a dynamically created C struct! If you could declare it seperately (even in the same .gd, so...
Alright, thank you for the swift responses, I am happy to know it is on the radar.
Just finished the second task, aka replicating the old packet transfer design: RPCs which host can only send to client, and client to host. It kinda sucks that code-wise it's...
I ported the `Position Interpolation` + `Input Synchronization` logic, to use Mirror's packets instead of Forge's (bless my modular netcoding, making netcoding logic a layer above and seperate from game...
Actually, I should test again, while disabling Unity's physics from the player character (rigidbody or colliders) to confirm whether the netcoding framework is to blame. Should be an easy test.