Working on a plugin similar to my coaster plugin but for railway networks. The main difference between the two plugins is a focus on creating a network of segments instead of a loop of segment. Users can connect segments together and connect segments to prebuilt pieces such as switches.
This video shows that segments are made of 4 individual control point parts instead of sharing control point parts like the coaster plugin, and that neighbor segments move along with.
This video shows that snapped track pieces follow along as well.
So far thereâs no UI but soon there will be and you will be able to add more segments.
The NPCs positions are handled by the server, so all their positions are replicated properly within the network send / receive rate. I havenât had any issues with this method so far, they all replicate properly.
I mean I get that, but youâre still going to have that lag on the clients end. So in a combat situation you might have two players attacking the same NPC. And theyâre both going to be wondering why
A. This NPC is taking more damage than I am dishing.
B. Why this person whoâs supposed to be helping me is wayyy over there attacking the air.
Sure itâs possible this might not happen, but it also could. If it doesnât Iâm all for it. But thatâs some extensive testing to be done haha. Do let me know if you happen upon these issues.
This system isnât used for combat models. Iâve got an entirely different system for that. Also if this was to be used for combat, the NPCs still wont stray from their replicated positions. The client just renders the NPC where itâs told to, it doesnât guess or set the position itself.
If thatâs the case then the NPCs themselves should literally be gliding all over the place. Does this means youâre handling animations differently than Humanoid:Move() ?
Yeah! Move() and MoveTo() arenât used at all. The server gives an approximation of the NPCs current height and then the client renders it properly. This is true to about 1.5 studs above their heads (theyâll have a hard time smoothly walking through doorways that arenât above 7 - 8 studs high)
The NPCs are being moved using CFrames which is why level-of-detail was mentioned in the twitter post