Didn’t mean to mark this as a reply, sorry for the ping! I tapped something on my phone accidentally
After a 3 month hiatus, decided to work on my project again. Here’s a showcase of a fast paced katana weapon/class with the 100% use of Chickynoid(including the NPCs which are just Chickynoid bots with advanced AI capabilities).
As a developer, if something seems impossible with Chickynoid, just know that everything is possible. Good luck to anyone taking on this framework
I have to agree, I started using chickynoid 4 months ago for a real project and it wasn’t until a month ago where i finally decided to use it for my project after I made a proof of concept game with it to see if it wouldn’t be a failure from the start like rift royale was.
Ever since that I have been writing the framework for my game (properly) and I can say chickynoid is amazing, although it has required me to do some forks to the code from time to time for some stuff I make to work (mods can’t always do everything)
However a serious concern I have is the fact that roblox has announced that server authoritative physics are comming to the engine, meaning all of my work on chickynoid could be rendered uselless after this happens, but only time will tell.
Yes! I think I might of been the loudest person asking for it
Both the client and server data streams will switch to unreliable as soon as its available - it’ll make the whole system much more pleasant if you have a bit of packet loss.
I still dont know why roblox hasn’t added this in its 14 years of existance, like they focuss on bringing multiplayer games to life, how did they expect people to do this without unreliable packets, every game has used these, even games older than roblox.
Do yall think this will come out soon?, it seems from what I heard from bitdancer, roblox is working rn on UPD remotes and server authoritative physics, but as he said “Do you know how expensive it is to run physics on a server”, this could probably mean it could be a long way as it hints the fact that they are optimizing the physics engine so it can handle more.
Since this wasn’t announced or hinted at RDC 23, and given the optimizations needed, I’m not expecting it until late 2024 or 2025. But it’s still hope.
I would like to use the custom collision system from this resource in my game, but i can’t seem to fully figure out how it works or at least what algorithms are used.