Showcase: Prediction and Rollback Corrections #1057
Replies: 2 comments 2 replies
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This looks really nice, especially the fact that you are using .NET! Any chance we will be able to look through the source code in near future? ;) |
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Just saw this today, I'm literally working on the same thing in c++ and opengl would love to see the source code for this! Also I want to double check, you're running an instance of jolt on the client and the server, then whenever your game updates come through onto the client you simply iterate through all your physics objects and manually set their properties? |
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I wanted to showcase a side project of mine and Jolt's capability of being viable for prediction and rollback corrections.
Related: Efficient rollbacks to support predict-rollback netcode - great discussion.
Related: How is Jolt with networked games?
Video Details:
jolt_prediction_rollback_corrections.mp4
Implementation details:
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