I finally decided to tackle some of the more complex issues I was having with multiplayer, and this is how it went…
Join the community on Discord:
Previous devlog:
Devlogs playlist:
Further reading about client prediction & reconciliation:
Project’s Trello board:
Website:
GitHub:
Support me directly:
Or check out the gear & software I use below 🙂
Game Dev
Engine – Unity:
Code Editor – Visual Studio:
3D Modeling – Blender:
Recording/Streaming Gear
Screen Recorder – OBS Studio:
Camera – Panasonic G85:
Microphone – Maono AU-PM422:
Computer Parts & Peripherals
Mouse – Logitech G604:
CPU – AMD Ryzen 7 2700X:
GPU – GeForce GTX 1050 Ti:
Motherboard – ASUS Prime X470-Pro:
SSD – Gigabyte 240GB:
HDD – WD Blue 1TB:
RAM – 8GB x2
Case – Fractal Design Meshify C:
Power Supply – EVGA 750 GQ:
Other
YT Channel Management Tool – TubeBuddy:
Webhosting – Bluehost:
I personally use all of the above products and services, so they are genuine recommendations. Some of these links are affiliate links, which means I get paid a small commission (at no extra cost to you) if you sign up or buy through them. Thanks for supporting the channel!
#LatencyIsTheEnemy #Devlog #PirateGame #GameDev #IndieDev #IndieGame #Multiplayer #GameDevelopment #Unity #Unity3D #MadeWithUnity
In this multiplayer devlog I finally decided to tackle some of the more complex problems I’ve been having with multiplayer. Latency is the enemy, and makes building multiplayer games 1000 times more painful and time consuming. While I’ve managed to get latency mitigation techniques like client prediction working on dry, non-moving land, it’s a whole other story when you’re standing on a moving boat, and this video is a summary of my experiences over the last 3 months.
The music used in this video is sourced from the YouTube Audio Library and StreamBeats.