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About JM-KinematicSoup

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  1. ZLib compression from UE4 to Boost ?

    Oh BTW, have you tried using LibLZMA from the 7-zip project instead of the zlib library?
  2. Snapshot Interpolation

    We used a type of extrapolation for a game we created. It works well on slower games and masks latency effectively: http://www.kinematicsoup.com/news/2017/5/30/multiplayerprediction
  3. ZLib compression from UE4 to Boost ?

    More importantly, it is probably actually expanding the data.
  4. Hi all, We do these internal game jams from time to time. One of us created a multiplayer game that we had enough fun playing in the office that we thought we would just stick it in a browser for the world to enjoy, and just use ads to pay for it's running costs. The game is kazap.io. I thought I would share with you how we handled making the motion smooth and keeping a 'snappy' feel. Here is the video, and there is also a blog post with code!
  5. Multi-player level creation

    You are thinking about MaxPlay. I have quite a bit of background knowledge on them. They wanted to take on Unity and Epic, which was not a small task, and the funding did dry up for various reasons. We are looking at UE4 support right now. I estimate that it could take up to a year for us to get it to where it currently is with Unity (ie. we support all built-in components as well as custom components - properties all sync, and it works in tandem with source control for code/asset changes). However, we can at least get the basics in place in a matter of 6-10 weeks. Our biggest problem is just getting interest from developers. I would love to have 20 studios in the beta to help us focus on the pieces we need to focus on.
  6. Multi-player level creation

    Hi all, I have been working on a project that enables multi-player level creation (ie. multiple level designers work together in real-time). Right now we have it working for Unity. Here is a video of it in action: This isn't a new idea, and has been tried before. The idea is that you get lots of benefits from working this way: 1) No more scene merging/conflicts. 2) People can see and react to each other's work immediately, they can iterate on things instantly. 3) Much easier for the lead designer to be active in the work, supervise, and provide feedback - camera following is actually being used as a supervision tool. 4) It's actually much more fun to work this way, so people are more motivated and work faster. So here is a question: Has anyone worked with a system like this in the past? What did you think of it?
  7. New to the forum, Hello everyone!

    Yes we have a few tutorials, and some speed builds. We have a few more blogs and whatnot we would like to put up that we think will be helpful, though youtube is mostly going to show what we are working on.
  8. New to the forum, Hello everyone!

    It's a lofty one, for sure. We do have an advantage in that we've figured out a way to use about 2-5x less bandwidth than things like UNET. Also, we are actually building our system so it can be used by any game engine, even homebrew ones, and by people who want to use frameworks like monogame. Scene Fusion is in a similar boat: Unity support is first, other engines are in the pipe.
  9. Unity has put up an official release of EditorXR (formerly EditorVR). https://labs.unity.com/article/editorxr-and-scenefusion-update If you haven't tried it lately, you should. This release is actually very good,
  10. Hello everyone, I'm looking for some input. We created a tool called Scene Fusion to enable real-time collaboration while doing gamedev in Unity. In effect, it will replicate any scene changes one person performs for everyone else connected to the session. It works well, and we as well as our customers using it notice a drastic speedup getting work done, especially when building large complex levels. One limitation we have is that we can't support every single plugin and asset out there, so what we opted to do is provide an API that allows game developers to do that work as required. My question is: How many if you out there actually end up having to modify an external plugin/tool in order to get it to work with your project?
  11. New to the forum, Hello everyone!

    Hi Everyone! I'm new to this forum, though I am active in the general gamedev community. I'm with a company called KinematicSoup. We make something called Scene Fusion - a real-time collaboration system for Unity (and other engines soon!). Our *real* mission is to build the best multiplayer system the world has ever seen... We have a youtube channel here: https://www.youtube.com/kinematicsoup/ Cheers!
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