Removing the physics engine presence enables one-way platforms.
I’m now using the “topmost lines” algorithm that I demonstrated in the last episode to handle player movement.
Just a quick video showing my “topmost lines” algorithm and talking about how it will be used.
Today I take a detailed look at prediction glitches and how they happen.
Worked on server-side lag-buffer to smooth out jitter in the input packet stream.
Currently I’m working on fixing prediction errors in Stick Ninjas.
A look at the old (broken) network timing system, and then the new (fixed) network timing system.
I’ve been sick, so not much work done on Stick Ninjas. Mostly refactoring. But I have updated my website, including bringing the forum back.
In todays episode, I show off a whole lot of tiny new features and bug-fixes.