• Netcode, Physics and Lag Compensation Woes

    Netcode, Physics and Lag Compensation Woes

    As I’ve been continuing my attack animations and combat system, I started to notice sometimes my hits weren’t registering. Up until now I’ve done no client side correction of server location data. I figured since I was testing everything locally the drift between the clients location and the servers location would be minimal. Boy was… Read more

  • Calculating Root Motion, Server Side

    Calculating Root Motion, Server Side

    New Year, new post! In my last post I was able to extract all the root motion data from the animation sequences I bought. I still need to apply that motion data to my characters on both the server and the client. This post will cover what it takes to do just that! Step 1,… Read more

  • Extracting and Evaluating Animation Data

    Extracting and Evaluating Animation Data

    I treated myself to an early x-mas gift of buying a bunch of stock animations from the fab.com store. I bought four packs, Sword and Shield (also comes with 2H animations), Spear and Shield, Mage, and Bow & Arrow. As a bonus, these animation packs came with a pre-wired animgraph for each character. However, they… Read more

  • You can’t get more adversarial than PvP MMORPGs

    You can’t get more adversarial than PvP MMORPGs

    While talking to a friend about how PvP was going in Ashes of Creation, he mentioned some bugs that they were experiencing with PvP mechanics, in particular players disconnecting while in combat and being immediately removed from the server. This gave me an idea to write this blog post outlining all of the various problems… Read more

  • Healthbars

    Healthbars

    Ahh UI stuff, not going to lie I don’t really enjoy it, it’s a lot of wiring up and glue code, but it’s what makes your game actually look good and have a good UX so you got to do it. I usually default to doing whatever benui and his wonderful resources tell me to… Read more

  • Damage, Death, and Respawns

    Damage, Death, and Respawns

    I’ll admit I’ve been slacking quite a bit here since I’ve become horribly addicted to Valve’s new MOBA deadlock. It has quite possibly one of the best combat systems I’ve played, and definitely ever for a MOBA. That being said, I’m still chugging away on my game. I try to at least open the editor… Read more