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global:netcode [2022/05/10 03:31]
Mistermind [Custom Code]
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 //deterministic physics//. The netcode also uses raw //manual tracking// to its own core variables, optimizing CPU usage (even mobiles).\\ **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 //deterministic physics//. The netcode also uses raw //manual tracking// to its own core variables, optimizing CPU usage (even mobiles).\\
 The new network options also comes with its own client/server structure (powered by Photon Network) allowing direct player connection without the use of IP. The new network options also comes with its own client/server structure (powered by Photon Network) allowing direct player connection without the use of IP.
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-[[http://www.ufe3d.com/demo/ufe2/pc/UFE2.zip|PC]] | [[http://www.ufe3d.com/demo/ufe2/webgl/|WebGL]] | [[http://www.ufe3d.com/demo/ufe2/android/UFE2.apk|Android]] 
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-  * 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:network|waiting]] for both clients to sync up. When done right this can create an experience nearly identical to local play.\\ 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:network|waiting]] for both clients to sync up. When done right this can create an experience nearly identical to local play.\\
-The subject can be extensive and have been topic of several games for years (often referred as [[https://en.wikipedia.org/wiki/GGPO|GGPO]]). You can read more about it on this great article by //@mauvecow//[[http://mauve.mizuumi.net/2012/07/05/understanding-fighting-game-networking/]]+The subject can be extensive and have been topic of several games for years (often referred as [[https://en.wikipedia.org/wiki/GGPO|GGPO]]). If you'd like to know more about the subject, there is a great video from Core-A Gaming on youtubehttps://www.youtube.com/watch?v=0NLe4IpdS1w
  
   * **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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 ---- ----
 ===== Network 2.0 Options ===== ===== Network 2.0 Options =====
 +For a detailed explanation on each option [[global:network|click here]].
  
-{{ :global:global_netcode.png?nolink |}}+{{ :global:global_networkoptions.png |}}
  
-For a detailed explanation on each option [[global:network|click here]].+---- 
 +====== Video Tutorials ====== 
 +{{youtube>OSovR17apP0?large}} 
 +{{youtube>-dmVAf_cyN8?large}} 
 +{{youtube>j3B-lhd8JBw?large}}
  
  
global/netcode.1652167912.txt.gz · Last modified: 2022/05/10 03:31 by Mistermind