How we solved an infamous sliding bug
21–24 of 24 posts
Re: How we solved an infamous sliding bug
#22This is the first time (as a non game-dev) I'm reading about a P2P game where each peer computes only part of the world. That's quite clever, especially for an indie developer who'd be hurt more by spending lots of money on server resources. It should be possible to build quite massive multiplayer worlds this way. Has this ever been attempted, say, in a WoW or Eve type game? I imagine that for massive battles, each p…
Re: How we solved an infamous sliding bug
#23Earlier quoted context omitted.
With their example code if lonestar is walking to the right and froggy precives that they land on the right side of lonestar, but lonestar precives that they landed on the left of them, then they would both slide to the left if they just undid their last step.
Yes, and that would make it so they would not collide anymore, so I'd be interested to know why they did not use that solution. Probably it would also give a wrong feel in gameplay.
Re: How we solved an infamous sliding bug
#24Earlier quoted context omitted.
Yes, and that would make it so they would not collide anymore, so I'd be interested to know why they did not use that solution. Probably it would also give a wrong feel in gameplay.
If they both slide to the left then they would still be in a collision.