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Steam News12 July 20178y ago

Steam P2P Update

Hi everyone! Steam P2P implementation is going very good. - The lobby creation and join is done, and as you can see in the image below, there's a small patch of terrain where the players that are inside the lobby can sh

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Full AffordaGolf Online update

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  • Server
changedHi everyone! Steam P2P implementation is going very good. - The lobby creation and join is done, and as you can see in the image below, there's a small patch of terrain where the players that are inside the lobby can show off their balls customization and chat with other players. - The owner can start the game whenever he/she desires. When that happens, the map is loaded into the server and sent to every player that reads and spawns the map's objects. - After the map is loaded, players are teleported to the first hole and the game begins! Until now, this is what is made, but what's left? - After a player finishes every hole in the map, it will be teleported to the begining terrain with a finishing order (Winners in the front, losers in the back). - After owner of the lobby finishes, he/she can choose the next map and the whole process begins again. So, the system is going pretty good. The next step is to create the P2P synchronization system, so every position, rotation and velocity are synced between players. This system will be a better option for those under a strict NAT router, that aren't allowed to join or be joined in normal rooms.

AffordaGolf Online changes

changedHi everyone! Steam P2P implementation is going very good. - The lobby creation and join is done, and as you can see in the image below, there's a small patch of terrain where the players that are inside the lobby can show off their balls customization and chat with other players. - The owner can start the game whenever he/she desires. When that happens, the map is loaded into the server and sent to every player that reads and spawns the map's objects. - After the map is loaded, players are teleported to the first hole and the game begins! Until now, this is what is made, but what's left? - After a player finishes every hole in the map, it will be teleported to the begining terrain with a finishing order (Winners in the front, losers in the back). - After owner of the lobby finishes, he/she can choose the next map and the whole process begins again. So, the system is going pretty good. The next step is to create the P2P synchronization system, so every position, rotation and velocity are synced between players. This system will be a better option for those under a strict NAT router, that aren't allowed to join or be joined in normal rooms.

Hi everyone! Steam P2P implementation is going very good. - The lobby creation and join is done, and as you can see in the image below, there's a small patch of terrain where the players that are inside the lobby can show off their balls customization and chat with other players. - The owner can start the game whenever he/she desires. When that happens, the map is loaded into the server and sent to every player that reads and spawns the map's objects. - After the map is loaded, players are teleported to the first hole and the game begins! Until now, this is what is made, but what's left? - After a player finishes every hole in the map, it will be teleported to the begining terrain with a finishing order (Winners in the front, losers in the back). - After owner of the lobby finishes, he/she can choose the next map and the whole process begins again. So, the system is going pretty good. The next step is to create the P2P synchronization system, so every position, rotation and velocity are synced between players. This system will be a better option for those under a strict NAT router, that aren't allowed to join or be joined in normal rooms.

Source

Steam News / 12 July 2017

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