What changed
0 fixes0 additions5 changes0 removals
changedHi! I’m back with a major network update for Rasen!
changedAfter trying a few different networking models, I realised that none of them were good enough for this type of fast, parry-based melee combat, particularly in terms of responsiveness and behaviour under latency, jitter or packet loss.
changedGGPO architecture turned out to be the best fit for handling all of that, while keeping the controls responsive even at higher ping. Built on custom deterministic movement and physics, it supports up to 8 players.
changedView store page
changedStay tuned! More updates are coming very soon!
Rasen changes
changedHi! I’m back with a major network update for Rasen!
changedAfter trying a few different networking models, I realised that none of them were good enough for this type of fast, parry-based melee combat, particularly in terms of responsiveness and behaviour under latency, jitter or packet loss.
changedGGPO architecture turned out to be the best fit for handling all of that, while keeping the controls responsive even at higher ping. Built on custom deterministic movement and physics, it supports up to 8 players.
changedView store page
changedStay tuned! More updates are coming very soon!
Hi! I’m back with a major network update for Rasen!
I’ve implemented GGPO style rollback netcode for the online multiplayer.
After trying a few different networking models, I realised that none of them were good enough for this type of fast, parry-based melee combat, particularly in terms of responsiveness and behaviour under latency, jitter or packet loss.
GGPO architecture turned out to be the best fit for handling all of that, while keeping the controls responsive even at higher ping. Built on custom deterministic movement and physics, it supports up to 8 players.
This was the most challenging system I’ve worked on so far, but also the most fun and rewarding.
View store page
Stay tuned! More updates are coming very soon!
Hubert