Periwink

Results 217 issues of Periwink

Unreal does this with NetUpdateFrequency: https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/Actors/ReplicationFlow/ - How to reconcile this with the server's server_update_interval?

P-High
A-Replication
C-Performance

For example what if a user only wants to replicate one component?

A-Replication

- if other players are interpolated in the past, and current player is in the present, we need lag compensation to register hits - I believe that lag compensation only...

A-Replication

Currently the examples have an ugly "Global" resource that helps you track who is the owner of an entity. I'm not entirely sure that's needed, because the `PlayerId` component should...

P-High
A-Replication

Pre-requisite knowledge: - JustPressed becomes Pressed in a system that runs in PreUpdate (so once-per-frame). - leafwing systems do not run in FixedUpdate - lightyear handles inputs in FixedUpdate, to...

A-Input

We might need an Arc around the World to apply the replication changes, but otherwise we can deserialize/serialize all messages in parallel

C-Performance
A-Transport

Currently the flow looks like: - client.send_message_to_other_clients - server receives the message in `receive` - server re-buffers the message immediately in the message manager in the same `receive` call. Ideally...

A-Replication
C-Security

For ComponentUpdate replication, we send all updates since the last ACK-ed update. For leafwing inputs we currently have an issue where if a diff like JustPressed is lost, the server/client...

P-High
A-Input
A-Replication

My end goal is to be able to deploy a multiplayer web game (or if not web, with dedicated servers), with lobbies/arenas/matchmaking. One potential solution for this is to integrate...

P-Low

A) global inputs are being sent from Client to Server, but the server doesn't handle them currently because - I don't know how to represent the input of each client...

P-High
A-Input