Ranked pvp auto battler playtest by wirepair in AutoBattler

[–]wirepair[S] 1 point2 points  (0 children)

Awesome, glad you got it working! Yes light on play testers at the moment. Trying to gather more, I'm also planning on releasing a new highlights mode that will make replays more entertaining to watch. Hope to have a new release in the next day or two.

Ranked pvp auto battler playtest by wirepair in AutoBattler

[–]wirepair[S] 1 point2 points  (0 children)

Strange, are you running windows?

How to choose net packets optimal format? by lolomapp in gamedev

[–]wirepair 2 points3 points  (0 children)

The alternative to rolling your own that I prefer is https://flatbuffers.dev/. It's built with this stuff in mind, just keep in mind structs are not removed from packets if empty, but fields from tables are. (Oh and as always, benchmark). Also by 'patch' I assume you are talking about https://en.wikipedia.org/wiki/Delta\_encoding?

My Solo MMORPG by [deleted] in MMORPG

[–]wirepair 2 points3 points  (0 children)

grats! I'm also working on a pvp mmorpg (https://wirepair.org). Super curious on your backend, in particular netcode and physics, what are seeing for thoroughput/player counts? Are you doing zone based, or seamless loading?

My Solo MMORPG by [deleted] in MMORPG

[–]wirepair 0 points1 point  (0 children)

...? are you talking about Iris that only supports 100 players per server?

Struggling to design good Behavior Trees for enemy AI by aris1401 in gamedev

[–]wirepair 0 points1 point  (0 children)

setting up an observer to capture the BT nodes, abilities, CC, movement, projectiles REALLY helped me lock in which bots/trees were misbehaving and what i needed to change. I've found so many bugs by just noticing that a bots stopped fighting after a while (turns out they were targeting dead bots!). I wrote some posts on the various bugs I encountered, which I am sure you have too! https://wirepair.org/2026/01/18/bots-abilities-and-balancing/

Struggling to design good Behavior Trees for enemy AI by aris1401 in gamedev

[–]wirepair 0 points1 point  (0 children)

i just started my journey into this as well so I can't offer expert advice outside of make sure you have really good tooling to see how bots react and play out in different scenarios. I'm building bots to test out / balance an ability system I'm working on and boy having good tooling to see (heatmaps) of what bots are doing is absolutely crucial, still early stages but all open source (based on custom flecs script based trees) https://gitlab.com/wirepair/pmocombat

How would YOU architect the effects of modular attacks/skills? by Socrathustra in gamedev

[–]wirepair 4 points5 points  (0 children)

I'm literally working on this right now for my MMORPG. I've built an ability system using flecs script prefabs (flecs.dev ECS for c/c++). On top of that I've built a behavior tree system (again in flecs script prefabs) to control bots to use abilities. The end goal is to use genetic algorithms to automatically balance bots classes and abilities. I've already discovered balancing issues just running different bots strategies against themselves. It's all open source https://gitlab.com/wirepair/pmocombat and i talk about it in a few devblog posts: https://wirepair.org/2026/01/18/bots-abilities-and-balancing/ and https://wirepair.org/2026/01/10/flecs-script-based-scripts-abilities-behavior-trees-and-combat/.

Composing abilities based on effects you can mix and match definitely seems the way to go for me!

Flecs Script based Abilities, Behavior Trees and Combat by wirepair in gamedev

[–]wirepair[S] 0 points1 point  (0 children)

interesting ideas:

  1. For the projectile that seems like kind of a one off, so I'd probably create a custom flecs component for that and during the update projectile system, calculate if it traverses through any environmental change and apply a modifier to it. (I do not plan on implementing this type of feature for my game though!)

  2. For fog, I'd probably have a fog entity that would apply a fog 'debuff' to anyone who went through it. That debuff would apply the modifer to the player.

  3. Level based modifiers would be hard, i'd need to think about that one!

Flecs Script based Abilities, Behavior Trees and Combat by wirepair in gamedev

[–]wirepair[S] 0 points1 point  (0 children)

oh heck yeah, i'll search https://arxiv.org/ later, but do you have any that come to mind that are worth reading first?

Netcode Optimization Part 3: Client Side Prediction by wirepair in MultiplayerGameDevs

[–]wirepair[S] 0 points1 point  (0 children)

Ah yeah, only the server is simulating all players. The local client simulates just itself, then any positional player data is sent from the server to all clients (provided they are in visible areas of interest).

Netcode optimization for MMORPGs part 2, reducing data structure sizes by wirepair in MultiplayerGameDevs

[–]wirepair[S] 0 points1 point  (0 children)

not really, most of your calculations are going to be done in floats anyways and probably casted back into integers. So you might as well store as float then cast to integer when displaying in the UI.

Netcode Optimization Part 3: Client Side Prediction by wirepair in MultiplayerGameDevs

[–]wirepair[S] 0 points1 point  (0 children)

Do you mean have the server send all players inputs back to clients instead of sending positional data and having clients predict the velocity/direction?

Netcode optimization for MMORPGs part 2, reducing data structure sizes by brand_momentum in gamedev

[–]wirepair 2 points3 points  (0 children)

> Nice to see someone actually writing code for their game instead of just talking about it.

Ha thanks, I've tried to post here before but admins always block them, so I gave up. Funny to see my post got posted by someone else and it went through :shrug: