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crispweed

148 karmajoined 12 năm trước
Thomas Young Author of PathEngine (www.pathengine.com). Personal blog: upcoder.com

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crispweed
·15 giờ trước·discuss
I'm working on a collection of networked games, around the central theme of a lockstep deterministic network model with 'delay frames' (between acting directly on user input and progressing actual shared network state).

You can try this here: https://locksteparcade.com/Client

Games included in the arcade, currently:

- Neon Swarm, a take on the classic lemmings game, with multiplayer versus and coop modes

- Serpents, a snake game (where you eat food, grow a tail and need to avoid this growing tail), with inertial movement and multiplayer

- Spirits, an homage to N++, where you work together to get someone to the exit, while avoiding enemies, figuring out how to open doors, and so on

- Pilots, a multiplayer asteroids battle with homing missiles

Each game solves the network delay problem (the problem of providing immediate feedback to user input and hiding the fact that actual changes to shared state are delayed) differently, and it has been very interesting to work through a bunch of different approaches to this.

If anyone else here is working on multiplayer network games, I'm very interested in setting up a regular "play each other's games" session.

The idea is that regularly playing with other game developers will help develop a kind of 'scene' (where you get a group of people together who make work in public but really aimed at each other, pushing and unblocking one another to become bolder and better at an accelerating rate, as described here: https://www.henrikkarlsson.xyz/p/scene-creation-engines ).

If you are interested, let me know!
crispweed
·6 tháng trước·discuss
I'm working on a game arcade thing as a hobby project, themed around lockstep networking.

There's a website for this here: https://locksteparcade.com/

It's still very much a work in progress, with just two games. One is a version of the classic game "Lemmings". The other is a very minimal asteroids style inertial ship duel.

The games both use deterministic execution in lockstep across network participants, and provide interactive gameplay and smooth execution even if situations with up to quarter or half second lag times, and the methods used for this are then perhaps one interesting aspect of the project.

In each game, the local player sees their own controlled entities at current positions, and other player entities at historical positions.

In the lemmings game, the complication is that lemmings depend on their own world changes (e.g. they need to stand on a bridge piece they just built). So there is a kind of fork and merge mechanism that enables local and remote world changes to be eventually consistent.

In the inertial duel game, homing missiles have a deploy phase in which they transition between different update time frames, with exactly the same sequence of updates applied on each machine, but with these updates accelerated or slowed down to achieve the time frame synchronisation.

There is an offline part with a tutorial to go through for the lemmings clone, which gives a flavour of the thing. The networking part uses a dedicated server and is currently invite only, but if anyone is interested in trying this then please shout and I can send out server credentials..