Also, how would the rollback be performed on the other player and vise versa. Should I cframe their character
Everything a normal rollback implementation does, is what i do. Aslong as you can keep a full record of what the game state is each frame you can do the same
Hey, I was just wondering how you managed to achieve this with Roblox’s server authoritative structure?
Simple, just dont use it
Each client gets instructed to make their local map and character models, i do all my networking logic trough unreliable remote events. Since everything of the game only exists locally,i dont have to worry about replication messing things up
Do you mind if I message you my current situation regarding implementing this to get further support?
Sure, go ahead (chars)
On here or any other platform? (Disc, Guilded, or wtv)
Anything works, my discord is slug_slugger
Alr Imma add you my disc is indojunnie
Do you happen to have this released like a small uncopyprotected project demo? I plan to implement this
Don’t know why i didn’t get a notification of this, sorry, but no i won’t be making a demo place, as a functional version of it would mean having to dump a massive amount of my game’s internals out there for everyone to take, lol.
but do take a look at these
Also nice to know, about a week ago, i held the first playtest of the game with the netcode
Players seemed very content with the experience, so i really recommend that more developers take on this system
i had no idea you got diaphone to join the playtest… thats a crazy achievement
let alone the fact that you were able to get the netcode working this smoothly
I made an uncopylocked Rollback test with all the scripts inside if you are curious.
0F input delay on 150ms
Also the rcmagic github user actually has a full YT tutorial on this topic. (I simply translated his C++ to LUA).