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global:netcode [2019/01/27 20:45] Mistermind [Map Recorder] |
global:netcode [2024/01/07 06:17] (current) Mistermind |
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**UFE Netcode** is the second iteration of the network system for UFE. It allows the game to run online matches in a smooth lag-free environment thanks to its native //rollback mechanics// and // | **UFE Netcode** is the second iteration of the network system for UFE. It allows the game to run online matches in a smooth lag-free environment thanks to its native //rollback mechanics// and // | ||
- | The new network options also comes with its own client/ | + | The new network options also comes with its own client/ |
- | + | ||
- | [[http:// | + | |
- | + | ||
- | * Hit Online to search for a match (US Server) | + | |
- | * All builds are **cross-platform** | + | |
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* **What is Rollback?** | * **What is Rollback?** | ||
Rollback (name might change depending on game or developer) is a technique in which a game is able to return to a previous frame, change the outcome of an event (say, an input), and return to the current frame, all in a span of a single frame of animation. This allows a game to //catch up// with whatever concurrent event instead of [[global: | Rollback (name might change depending on game or developer) is a technique in which a game is able to return to a previous frame, change the outcome of an event (say, an input), and return to the current frame, all in a span of a single frame of animation. This allows a game to //catch up// with whatever concurrent event instead of [[global: | ||
- | The subject can be extensive and have been topic of several games for years (often referred as [[https:// | + | The subject can be extensive and have been topic of several games for years (often referred as [[https:// |
* **If Rollback is so good, why use Frame Delay at all?** | * **If Rollback is so good, why use Frame Delay at all?** | ||
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{{ : | {{ : | ||
- | One of the key changes made to the code is the use of '' | + | One of the key changes made to the code is the use of '' |
To run the auto update, right click on one of your UFE files ([[global: | To run the auto update, right click on one of your UFE files ([[global: | ||
\\ | \\ | ||
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[RecordVar] public bool isBroken; | [RecordVar] public bool isBroken; | ||
- | void UFEFixedUpdate() { | + | public override |
if (position.y > .1f) BreakMe(); | if (position.y > .1f) BreakMe(); | ||
} | } | ||
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</ | </ | ||
- | Notice we only use the // | + | Notice we only use the // |
Also, notice we are using // | Also, notice we are using // | ||
An example of the auto-tracking system can be found under the projectile script: '' | An example of the auto-tracking system can be found under the projectile script: '' | ||
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---- | ---- | ||
===== Network 2.0 Options ===== | ===== Network 2.0 Options ===== | ||
+ | For a detailed explanation on each option [[global: | ||
- | {{ :global:global_netcode.png? | + | {{ :global:global_networkoptions.png |}} |
- | For a detailed explanation on each option [[global: | + | ---- |
+ | ====== Video Tutorials ====== | ||
+ | {{youtube> | ||
+ | {{youtube> | ||
+ | {{youtube> | ||