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on doc.photonengine.com...Highlights
Technical
- Scheduling routine for collectible entitites.
- Usage of a multithreaded system for Characters Movement.
- EntityView object pool.
Technical
- Scheduling routine for collectible entitites.
- Usage of a multithreaded system for Characters Movement.
- EntityView object pool.
...stations and crewmate bodies
- Customizable game settings (number of impostors, movement speed, player collision, etc)
- Synchronized state of objects in the world like doors...
- Customizable game settings (number of impostors, movement speed, player collision, etc)
- Synchronized state of objects in the world like doors...
...the component controlling the player's movement). The call to GetInput()
provides the same input struct that was previously populated in OnInput()
.
The call...
provides the same input struct that was previously populated in OnInput()
.
The call...
...For example, an input struct where you have a movement direction and a singluar jump button would look something like this:
C#
input
{
button...
C#
input
{
button...
...Based on the character’s movement speed, the difference between both positions varies: if the movement is rather slow the difference might not be...
...Based on the character’s movement speed, the difference between both positions varies: if the movement is rather slow the difference might not be...
...Your FPS sends out unreliable movement updates and reliable chat messages.
A lost package with movement updates would be left out as the next...
A lost package with movement updates would be left out as the next...
...1.2.3
Prediction Culling allows developers to save CPU time in games where the player has only a partial view of the game...
Prediction Culling allows developers to save CPU time in games where the player has only a partial view of the game...
...PC (Windows / Mac), and Mobile (Android);
Highlights
Technical
- TopDown Character Controller.
- Raycast projectiles based on delta-movement.
Highlights
Technical
- TopDown Character Controller.
- Raycast projectiles based on delta-movement.
...the component controlling the player's movement). The call to GetInput()
provides the same input struct that was previously populated in OnInput()
.
The call...
provides the same input struct that was previously populated in OnInput()
.
The call...