James Liu

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I'm not too familiar with the operations being done with the type, but it does seem like it's collecting some kind of stream of bools into a temporary buffer of...

Seems like this has been resolved on `windows-rs`'s end: https://github.com/microsoft/windows-rs/issues/1799

It'd be good to have both. A small correction though, only the older ISteamNetworking interface is deprecated, the newer ISteamNetworkingSockets has the same cross-platform support that EOS offers. Right now...

For most 60FPS games this is likely OK, but this should really be configurable. This was directly ported from [GGPO](https://github.com/pond3r/ggpo/blob/7ddadef8546a7d99ff0b3530c6056bc8ee4b9c0a/src/lib/ggpo/network/udp_proto.cpp#L683). The calculation does seem to be off. We should have...

The RTT computation should be fixed now as of #15.

A preliminary `ISteamNetworking` implementation is done as of b444e03de111eb3cf2ab607f375bc5a83642e8ad. A full `ISteamNetworkingSockets` implementation will likely require the bindings to be present in steamworks-rs.

Digging into this, it seems like `webrtc-unreliable` implements the minimal interface we need for a transport implementation like this, though it seems more geared towards client-server topologies. Would this be...

Theoretically since the async executor (bevy_tasks) is wasm capable, it should in theory work, but you'll need a wasm compatible transport implementation. WebRTC?

* Each character has a static grab and grabbed point. * Entering the grabbed state binds the grabbed point on the grabbed player to the grab point on the grabbing...

Is this after attempting to move her while paused? Realistically, she shouldn't be able to move at all during a game pause.