Player object now has all of its physics behaviours working across the network.
Physics running over the network! Woohoo!
Day 3: Network and physics engine updates are integrated. Game objects now have a (somewhat broken) presence in the physics engine.
Day two of my series of mini-DevLogs. Today I get an instance of the physics engine running inside of a network session.
First episode in this week’s series of mini DevLogs. Follow along as I integrate my networking and physics prototypes into something that hopefully ends up resembling a game.
Remember that amazing new design direction I had come up with for Stick Ninjas, which I announced excitedly last episode?
I finally figured out what the core mechanic of Stick Ninjas is going to be.
After last week’s excitement of getting the game networked using, you know, an actual network, I’m back to figuring out obscure networking bugs. And writing GUI code.