This is the 5th stream in which we'll be experimenting with rollback network synchronization (as popularized by fighting games and the GGPO library).
Last time, we got Retro Tank Party sort of playable! Since then, I've gotten it even more playable.
In this stream, we try to make it more robust to latency and packet loss, because right now, it only works in relatively ideal conditions. This will hopefully lead to being able to playtest this version of the game more over the real internet.
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