Very interesting clip :D I rememeber back when BF4 launched, one of the key engine features was that on all naval warfare maps ( and Paracel Storm was the given example ) eveyone saw the same water wave at the same time in the same place. This made me think of that constantly and how that could've been acheived :D
very interesting. Im actually in the stage of pre-production of my own game, and idk if I want to add multiplayer or not. And I know absolutely nothing about implementing MP. So this is useful information to know, thanks
Properly interesting. I never even considered things like a door opening needing replication. It just happens. I saw netcode and replication as player and gun/bullet physics primarily. Netcode next would be great.
Don't know if this is too in-depth but I would love a video that explains the differences between different networking methods like for example: Deterministic Lockstep vs State Synchronization vs Snapshot Interpolation (differences, pros, cons etc.) As a bonus (if possible), a video about network optimization/compression would also be pretty cool!
So cool man! Can you do a some inside bloopers of BF?
Very interesting clip :D I rememeber back when BF4 launched, one of the key engine features was that on all naval warfare maps ( and Paracel Storm was the given example ) eveyone saw the same water wave at the same time in the same place. This made me think of that constantly and how that could've been acheived :D
Nice video. Maybe a part 2 where you explain how lag compensation works? It will help understand gamers why some stuff happens even better ;)
Oh yes! A video on lag compensation would be great!
Nice one darko, keep them coming ^^
very interesting. Im actually in the stage of pre-production of my own game, and idk if I want to add multiplayer or not. And I know absolutely nothing about implementing MP. So this is useful information to know, thanks
Properly interesting. I never even considered things like a door opening needing replication. It just happens. I saw netcode and replication as player and gun/bullet physics primarily. Netcode next would be great.
Cool now I know what rubberbanding is/ why it happens :)
Don't know if this is too in-depth but I would love a video that explains the differences between different networking methods like for example: Deterministic Lockstep vs State Synchronization vs Snapshot Interpolation (differences, pros, cons etc.)
As a bonus (if possible), a video about network optimization/compression would also be pretty cool!
Great video! This explains alot! Thank you!
Very interesting!
what a chad!
bro fix bf2042 plz and remove specialist i beggggg
ok.
wrong place bro. Please use the forum :)
@@floschuller they rlly need to get rid of specialist tho 😆