• Creating Draggable UIs in UMG C++

    Creating Draggable UIs in UMG C++

    I’ll admit it’s been a while since I posted anything. I may have got sucked into Dune awakening for a month or so… While it started out strong the end game PvP left a lot to be desired. But that’s not why I’m here today. I’ve been slowly chipping away at getting the inventory &… Read more

  • Spiking the Inventory System

    Spiking the Inventory System

    It is quite refreshing working on something other than netcode. This post is going to go into a bit of detail on how I plan on laying out the UE side of the inventory system. The flecs inventory system was adopted from the example flecs system. The flecs side of things will be the single… Read more

  • More netcode fun

    More netcode fun

    5 months, 5 months I’ve been working on fixing my netcode. I finally understand what you have to do to get a decent deterministic simulation between clients and servers. In my defense on why this took so long, I’ve been spending a lot of time playing the Blue Prince and Clair Obscur: 33. However, after… Read more

  • Client Desyncs, Mostly Solved

    Client Desyncs, Mostly Solved

    I am cautiously optimistic that my client desyncs are (mostly) solved. Boy has it been a wild ride. I started this endeavor 3 months ago as I first noticed my client was slowly unable to hit another player that should have been within the range of the collision sphere. I was not expecting what it… Read more

  • Small Progress, Big Frustrations

    Small Progress, Big Frustrations

    I have been working on client rollback physics for ~ checks notes ~ THREE months now. I have never worked on the same problem for this long. I finally made a semi-small breakthrough this weekend, only to be hit with another problem. Before we get into the details of what I’ve done, let’s cover some… Read more

  • Groking epoll

    Well, things aren’t going as planned, while I’ve implemented about 90% of the rollback code, I’m finding that the servers and clients are getting desync’d way more than they should be. Looking over the logs I’m seeing the server process client packets at strange times. This made me go back over my netcode and give… Read more