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.
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?