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Stocke

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  1. I'm using unity and I always end up stopping my prototypes and one particular point-when I need to make the character controller. I can get away with setting the velocity directly in prototypes but it results in shitty game feel. If I use kinematic bodies then I can't do collision against enemies/walls. Physics interaction is another nightmare. And if you don't use kinematic rigid body then your player can be pushed by enemies in unrealistic ways. I'm might not be a coding expert but when it comes coding systems like damage or anything that isn't reliant on physics, I can do it without much of a problem. It's the physics related stuff that always gives me headaches. What's worse is that I can't even find any articles/tutorials on this aspect at all. I can ask questions on the unity subreddit and all I get is that it's highly game specific and I should I implement it myself. But where do I even start? Sorry for the rant. But this is an issue which must have been solved already. I'm sure that there are already assets for this but I can't afford them and I'm very much willing to do the work myself. Please, just tell me what I have to do.
  2. I'm making a Pokémon clone in java as a student project. I'm using javafx for this. One of the features I need to work on is letting players play against each others. Only local multiplayer is required. Implement other words, the players can open up 2 instances of the game on the same pc and be able to play against each other. I'm done with implementing the logic necessary for the core game but I'm not sure about how to connect it to networking. In my game their is a trainer class. I have a loop for battle where I wait for commands ( an object) each trainer has chosen for the turn. For players, that's the move they selected. For the ai, it's a move chosen at random. The loop will end only when all trainers ( including player) has chosen commands and the turn will play out. I'm a novice at network programming but here's what I want to try. I know that you can send strings through sockets. The networked trainer class will work like the player trainer class but will wait for instructions from the other player's socket and convert them to commands which my game loop can use. Is this a viable approach?
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