Chrono | Drop-in custom physics replication library

Server authority has nothing to do with what chrono does. Chrono provides faster replication, not server authority.

does chrono replicate everything within a player or that a player is the network owner for if not then how do i replicate ragdolled clones also only calling start does that automatically start replication for all players?

So I just want you to read your message again.

Server authority directly affects how Chrono is utilized. Albeit, not actually that much as long as the structure stays even somewhat similar but the main change would be optimizations and structural changes for the physics engine.

Things like optimizing geometry, update rate and adding features to modernize it.

But you are technically right so I’ll just take the L since I don’t wanna argue on forum

We’re looking to add a server authority mode that will just replicate cframes from the server to other clients. It would work fine because the client does not predict other characters and would also improve interpolation which is one of the main goals of chrono

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Hello! Server Authority just came out of client beta. It’s old beta “AuroraService” has been deprecated/deleted (I think?).

I’m currently working on a combat game that needs good rollback netcode. A part of the smoothness and reactivity of my game, is dependent on HOW you implement this.

To be honest, I’m still learning the intermediate concepts of replication and networking. I’m learning ByteNetMax and how to work with server-authority right now.

Okay sorry for the rant, let me get to the point: It’s been 15 days, you still going for the CFrame replication or did you change how your doing this?

Sorry if this question is stupid, just learning and confused.

Also again, love your resource, thank you so much!

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The plan is for player replication to continue to be drop-in when server authority mode is active so your systems won’t depend on how we handle replication under the hood - how we do this will simply be an implementation detail. NPCs are already server-owned, so nothing changes there.

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hi, im experimenting v.2 chrono and im not sure why ragdolls on death just doesn’t work. It seems like the ragdoll script relies on Motor6Ds and needed BreakJointsOnDeath = false to function. I went ahead and disabled it and I’ve come to face another issue where my character won’t respawn after resetting via ctrl+r / menu

Wait for next release for v2 this has already been fixed :slight_smile:

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I found you… I know you… I see you…

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Any ETA for that update?

yep

Coming soon (TSB)
CharcharCHAR

V2 official release :slight_smile:
Release chrono@2.0.0 · Parihsz/Chrono

Should be safe to say it is more stable than v1 now.

Looking to add easy lag compensation (by replacing snapshot storage to use the server time on the server) and server auth mode in next release so stay tuned !

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any particular reason for deleting the benchmark? i dont see it in the files in ur repo at all, which was interesting

Those benchmarks are old and we were thinking about making new benchmarks for v2 comparing it with v1 & roblox but have not gotten the chance to yet

Great stuff, but there does seem to be an issue of me teleporting players on the server and chrono having it tp players back to their previous snapshot across the map or wherever they were.

You can use Entity.SetCFrame for teleportation

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Hi im getting a warning: ‘Unhandled entity change key: latestCFrame’ from teleporting players, how do I fix this?

um how does one do this? I only see Chrono.Entity:SetCFrame(), but it doesnt do anything