I’ve been helping the folks over at Conatus Creative with River City Ransom: Underground.
I’ve shut down the Kickstarter campaign due to poor performance.
I’ve made a productivity tool called Connect for a Reason. It helps you avoid mindless web surfing. And I’m using Kickstarter to raise the funds to develop my internal prototype into a releasable product.
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.