• World State

    World State

    As I mentioned in my 1 year anniversary post, I’ve completed the WorldState system. This system is based off the Quake 3 Arena delta compression technique and will hopefully allow me to efficiently transmit state updates to clients. If you want a general understanding with visuals, I recommend reading the link I posted to Quake Read more

  • PMOs 1 Year Anniversary

    PMOs 1 Year Anniversary

    While going through some of my old posts to look as to why I designed somethings, I noticed June 28th is the first post of me taking on this massive project. It’s always good to reflect on what you’ve done and accomplished and a one year anniversary is a good time to do that! What Read more

  • Area of Interest Part 2

    Area of Interest Part 2

    In the last post I hinted that the AoI system will probably span a few posts. While I had the initial design and built the sensors in Jolt Samples, I quickly noticed a problem, my character wasn’t triggering the sensor volumes. Pairing Jolt’s CharacterVirtual with a Rigid Body It turns out the CharacterVirtual classes don’t Read more

  • Area of Interest Initial Design Idea

    Area of Interest Initial Design Idea

    Now that my physics engine is in place and I can move the primary character around, I need to start sending positional information to all connected clients. To do this, I need to have a system that knows which characters are near each other and who should be able to see who. This is generally Read more

  • Some bugs and how I fixed them

    Some bugs and how I fixed them

    Half Capsule Problem I left off last post where I finally fixed collision, but my character’s collision capsule appeared to be half inside of the mesh. This took me a good long while to figure out and finally with help from the author of Jolt he cracked what I was doing wrong. Spoiler, units in Read more

  • The journey to get Jolt’s Character to not fall to it’s doom

    The journey to get Jolt’s Character to not fall to it’s doom

    After, 2 weeks of intense debugging I finally have Jolt’s Character class working in my game! Picking up where I left off last, my character had an unfortunate feature of falling through the world. I was convinced this was a problem with how I was loading my FBX landscape mesh. Whenever you are totally convinced Read more