Improved Shooting Lag
Nix Hounds » Devlog
Since this is my first time making a multiplayer game, my first big problem to solve was latency between clients and host. While the host had perfect shooting timing, the clients were experiencing noticeable lag when shooting, almost a second between click and visual cue. I solved this, or at least I think it solved, by pooling the bullets on each client and reusing them instead of instancing and then spawning each bullet across the clients before shooting them. It took a bit of work synchronizing everything but the results were worth the suffering.
Files
Nix Hounds.zip 26 MB
Nov 20, 2018
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Nix Hounds
Six Degree of Freedom FPS Battle Royale
Status | In development |
Author | lucaslizama |
Genre | Shooter, Action |
Tags | 3D, battle-royale, deathmatch, FPS, Multiplayer, Space |
More posts
- Little optimization to performanceNov 30, 2018
- Player Initial Health FixNov 29, 2018
- More UI Enhancements an Menu MusicNov 29, 2018
- 2 Days Left (Main Game Loop Implemented)Nov 28, 2018
- 5 Days LeftNov 25, 2018
- You can now damage other players :DNov 22, 2018
- Lag Fixed for the client (Now for reals...Maybe...)Nov 21, 2018
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