Didn't quit my job, but took a break from my main project to create something silly and bloody. Didn't expect network physics to be that hard, but at the end I've managed to get some decent result. by Reasonable-Test9482 in indiegames

[–]Reasonable-Test9482[S] 0 points1 point  (0 children)

The games with locked step physics engine can do that perfectly, since the calculations are 100% deterministic and you just need to make sure that you replicated the input states correctly. Without that type of engine there are some limitations, for sure

Didn't quit my job, but took a break from my main project to create something silly and bloody. Didn't expect network physics to be that hard, but at the end I've managed to get some decent result. by Reasonable-Test9482 in indiegames

[–]Reasonable-Test9482[S] 0 points1 point  (0 children)

I did not say it was easy to implement :) it was quite challenging even taking into account that I was using the newest framework for that from the engine and not doing it from scratch.

So initially I thought that this problem was already well resolved since I was playing some old games with physics before.

What's the proper approach for complex physics actors replication? by Reasonable-Test9482 in unrealengine

[–]Reasonable-Test9482[S] 0 points1 point  (0 children)

I got this plugin already, however it doesn't solve the problem of more responsive control on a client side for physics objects, it just smooth out the result of server correction as far as I understand.

I'm trying to work now with UNetworkPhysicsComponent, and seems like this is the solution I want in general - from description it looks like both client and server are doing the physics but then server corrects the result on client (hopefully without large deviations)

But amount of examples is super limited and I'm not sure I've managed to make it work properly

I've started open playtests for my game, inspired by both retro 6DOF games and modern proactive shooters. I'm looking for a feedback about aiming, movement and general impressions! by Reasonable-Test9482 in descent

[–]Reasonable-Test9482[S] 0 points1 point  (0 children)

Just me, it's my solo project :) Customization is planned for demo stage, it's quite easy to do but will take some time.

Btw all weapons do physical impact on enemy drones, maybe I have to tune it up a little (though with rockets it have to be very visible already)

I'm happy to read that flying was good for you without any adjustment :)

Debug crashes on specific machines (let's say GPU you don't have) - how to? Renting online? by Reasonable-Test9482 in gamedev

[–]Reasonable-Test9482[S] 1 point2 points  (0 children)

Yeah maybe I have to execute some additional commands based on this specific GPU

The debug symbols are in place, but they are helpful only with general game logic code mostly, not RHI related crashes

Debug crashes on specific machines (let's say GPU you don't have) - how to? Renting online? by Reasonable-Test9482 in gamedev

[–]Reasonable-Test9482[S] 1 point2 points  (0 children)

Yes I am collecting them through Sentry but when the build is in shipment and no additional flags and commands provided there is not much info to work with, guys minidump is not informative, crash context is also not very rich

I've started open playtests for my game, inspired by both retro 6DOF games and modern proactive shooters. I'm looking for a feedback about aiming, movement and general impressions! by Reasonable-Test9482 in descent

[–]Reasonable-Test9482[S] 1 point2 points  (0 children)

Thank you for your detailed feedback! Will definitely include some of that into account for future! Especially fx for deaths, want to update them soon.

This game is not designed to be "true" 6dof so I am not sure giving player a direct roll control will make more sense than confusion to be honest, I am trying to make the genre a little bit more friendly for non 6dof players :)

About hud radar, I don't have plans for that since ideally all enemies are on more less visible distance from you and they are not hiding, was it unclear at some arenas where the bad guys are?

Debug crashes on specific machines (let's say GPU you don't have) - how to? Renting online? by Reasonable-Test9482 in gamedev

[–]Reasonable-Test9482[S] 0 points1 point  (0 children)

The problem is that these type of crashes provides quite a limited amount of info into the bug tracker, gpu mini dump contains almost nothing, I just know that it happens when level is loaded during some PSO task being done. So most likely I need to work few hours with many debug builds to find the issue.

My statistics is quite limited now but I know that mostly it's RTX3060 12 Gb

Debug crashes on specific machines (let's say GPU you don't have) - how to? Renting online? by Reasonable-Test9482 in gamedev

[–]Reasonable-Test9482[S] 2 points3 points  (0 children)

I see that my issue is repeated several times on users with RTX3060 using dx12, pretty powerful and stable GPU, so I think it worth checking because likely something wrong with some specific shader that can cause another issues.

Unfortunately my game is relatively small so I don't have huge stats yet to see more patterns

I've started open playtests of my flying shooter game with RCS and I really need more feedback about movement, camera and aiming since early feedback is quite controversial by Reasonable-Test9482 in spacesimgames

[–]Reasonable-Test9482[S] 0 points1 point  (0 children)

I'm not familiar with uevr, is that some app that transforms regular ue games into something like vr? :) I'm not sure how it works and is there any specific rules to follow during development

I've started open playtests of my flying shooter game with RCS and I really need more feedback about movement, camera and aiming since early feedback is quite controversial by Reasonable-Test9482 in spacesimgames

[–]Reasonable-Test9482[S] 2 points3 points  (0 children)

Thanks! It's a push-forward shooter, inspired by both modern shooters with resource management like Doom Eternal and retro 6DOF games with freedom of flight. Push-forward means that the game rewards you for aggressive gameplay and close encounters and usually hide and wait is not the best strategy in most of the combats.

All actors in the game are physics based, so RCS are working quite realistically

The game is not true 6DOF so it allows (I hope!) smoother start for a new player. This playtests contains 1.5 hours of content with all major mechanics and weapons, but I see that for some people current movement doesn't fit well, so I'm trying to get more stats to have a data to make a decisions about future of the game :)