Replies: 2 comments
-
Hi @jokoon , The quote sums up netfox correctly imo - most of what netfox does is just move data around, so it's not that intense on CPU. But it really depends on your project. Haven't tested it yet, but imo you should be fine with up to 8 players easily. More should be fine too, but I'd definitely start measuring if you expect higher player counts. My personal experience is that I could sync 2 players with RollbackSynchronizer and ~150 NPCs using StateSynchronizer, and netfox still wouldn't be a performance bottleneck ( simulating 150 NPCs was though :P ) For FPS games specifically, what you could have issues with is raycasting - you can rewind the game state to the point of fire, but not sure if the physics system would pick up the rewind before you do the raycast. Make sure to check before comitting to a bigger project. Note that this is a limitation of Godot, not netfox. |
Beta Was this translation helpful? Give feedback.
-
I also plan to implement bullet ballistics.
Originally I wanted to implement with CCD continuous collision detection,
but I decided to use frame by frame raycast instead.
I assume that godot would move those bullet as godot objects, in a
deterministic fashion.
…On Thu, Aug 8, 2024 at 12:21 AM Tamás Gálffy ***@***.***> wrote:
Hi @jokoon <https://github.com/jokoon> ,
The quote sums up netfox correctly imo - most of what netfox does is just
move data around, so it's not that intense on CPU. But it really depends on
your project.
Haven't tested it yet, but imo you should be fine with up to 8 players
easily. More should be fine too, but I'd definitely start measuring if you
expect higher player counts. My personal experience is that I could sync 2
players with RollbackSynchronizer and ~150 NPCs using StateSynchronizer,
and netfox still wouldn't be a performance bottleneck ( simulating 150 NPCs
was though :P )
For FPS games specifically, what you could have issues with is raycasting
- you can rewind the game state to the point of fire, but not sure if the
physics system would pick up the rewind before you do the raycast. Make
sure to check before comitting to a bigger project. Note that this is a
limitation of Godot, not netfox.
—
Reply to this email directly, view it on GitHub
<#231 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/AAECK3INDKQFX4YOG63VBIDZQKMWDAVCNFSM6AAAAABL5YT7JWVHI2DSMVQWIX3LMV43URDJONRXK43TNFXW4Q3PNVWWK3TUHMYTAMRWHEYDKNQ>
.
You are receiving this because you were mentioned.Message ID:
***@***.***>
|
Beta Was this translation helpful? Give feedback.
-
I heard about this library, which is a pain to use since it requires to rebuild godot, and it is not available as a gdextension (yet?):
https://github.com/GameNetworking/NetworkSynchronizer
I want network reconciliation for my FPS game, and honestly I don't know enough implementation details and internals to know if it's really worth it to this one just because it's made in C++.
I read somebody on discord say this:
Would you mind explaining if the C++ module above is faster, and if there are limitations to netfox?
Is netfox "fast enough" despite using gdscript?
Beta Was this translation helpful? Give feedback.
All reactions