I like that you think of the time when nobody will support the game anymore. I find it sad that some games just stop working, even though you bought them.
What about local networks and VPN? It works really well for games like terraria, the only problem is that you need third party software like hamachi, but i don't think that installing one of those is hard.
local networks is something that I want to support in the future, but for now it's not really needed, since you can just connect globally anyways. I chose this particular system, because I don't want players to have to install any third party software to play together over the internet. Installing software, as easy as it may seem to you, is always a point of failure.
that's neat, as someone who doesn't know shit about this kind of stuff, it was actually pretty clear and understandable, you did a good job on the explanations !
In Minecraft, I'm pretty sure that item drops are actually physically simulated by the clients (with position periodically corrected ofc), instead of just being interpolated. This also true for falling sand and maybe some projectiles, to make the game feel a bit more reactive. Most other entities are interpolated though. Really interesting video anyway, I knew about the concept of hole punching but not in details, and didn't know you could do it without a third-party.
Did some UDP/TCP java programs years ago, for a game, but as a low level project i did just each player a ball that shot each other, WASD to move, space to shot at the mouse position, was funny, not sure why i stop making that after that step work well with a bunch of friends of mine, if you die, respawn, was cool to test. But i guess my friends love to much play stuff, and i was frequently invite at that time, what drives me to not access my code for long periods, what make all confuse when i got back... This is why my new project i started in the beging of 2023 i have a rule to make at least a single line, or modify at least a single image of anything in the project each day, i did it really well so far, maybe i miss some days, but on average i got almost 100% days of at least see something, and time to time i just want to check a single problem and solve a lot, other time i got stock for hours in the same problem...
This could come in handy, but I would like to know security/performance implications for other uses. Say..... multiplayer paint application where bulk of traffic does require order.
I like that you think of the time when nobody will support the game anymore. I find it sad that some games just stop working, even though you bought them.
This game has so much potential.
What about local networks and VPN? It works really well for games like terraria, the only problem is that you need third party software like hamachi, but i don't think that installing one of those is hard.
local networks is something that I want to support in the future, but for now it's not really needed, since you can just connect globally anyways.
I chose this particular system, because I don't want players to have to install any third party software to play together over the internet. Installing software, as easy as it may seem to you, is always a point of failure.
that's neat, as someone who doesn't know shit about this kind of stuff, it was actually pretty clear and understandable, you did a good job on the explanations !
I love the pixel art demonstrations you make! Really makes it easier for my computer illiterate self to understand
In Minecraft, I'm pretty sure that item drops are actually physically simulated by the clients (with position periodically corrected ofc), instead of just being interpolated. This also true for falling sand and maybe some projectiles, to make the game feel a bit more reactive. Most other entities are interpolated though.
Really interesting video anyway, I knew about the concept of hole punching but not in details, and didn't know you could do it without a third-party.
Did some UDP/TCP java programs years ago, for a game, but as a low level project i did just each player a ball that shot each other, WASD to move, space to shot at the mouse position, was funny, not sure why i stop making that after that step work well with a bunch of friends of mine, if you die, respawn, was cool to test. But i guess my friends love to much play stuff, and i was frequently invite at that time, what drives me to not access my code for long periods, what make all confuse when i got back... This is why my new project i started in the beging of 2023 i have a rule to make at least a single line, or modify at least a single image of anything in the project each day, i did it really well so far, maybe i miss some days, but on average i got almost 100% days of at least see something, and time to time i just want to check a single problem and solve a lot, other time i got stock for hours in the same problem...
Ily :3 *mwahs cheek n hugs* ur wonderfull soul n I feel like u dont get hugs often so have mine
in some countries port scanning is illegal
Do you got more information on that?
@@quantumdeveloper2733 not in detail, I think in australia for example it is the case
that's kind-of dumb
been waiting :D
great work
nice game, is it written in java?
It was written in java. I'm right now in the process of rewriting it in zig though.
@@quantumdeveloper2733 yeah i see
Noice
Very cool
I think you got player heads inverted lol 0:13
Yeah, I didn't bother with that since there is no player model yet.
@@quantumdeveloper2733 true just pass pawn it I do that all the time
This could come in handy, but I would like to know security/performance implications for other uses. Say..... multiplayer paint application where bulk of traffic does require order.
security and performance are in your hands. You are responsible for designing a secure and performant protocol over UDP.