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This repository has been archived by the owner on May 20, 2023. It is now read-only.
First of all, congratulations on the project, I've been following for a while!
How is the status of the project currently? Is there any possibility of adding more new information, such as a video?
Features like server reconciliation, interpolation, lag compensator already implemented?
Cheers.
The text was updated successfully, but these errors were encountered:
I'm so sorry for the late reply, github didn't notify me.
I'll be completely honest here:
the core idea and inner workings have been stable for years now and are robust
the api has been mostly stable, though I'm not ready to commit to it yet - for the sake of getting a fine library in the end
the documentation is almost non existing - mostly because of the previous point
reconciliation, interpolation, lag compensator are not and will not be included in this project* - but GameFramework contains some code regarding that. GameFramework has the concept of a Pawn and PawnController, the same as Unreals. This too it not in an easy-to-digest state, the most interesting code is in private projects.
actually not right, ReplicaTransform and ReplicaRigidbody contain some code but more in a barebones, good enough state - I'm using other code for Pawns and other elements
But it's good to know that there's interest. I'll make sure to work towards a more usable library. Thank you.
Hey,
First of all, congratulations on the project, I've been following for a while!
How is the status of the project currently? Is there any possibility of adding more new information, such as a video?
Features like server reconciliation, interpolation, lag compensator already implemented?
Cheers.
The text was updated successfully, but these errors were encountered: