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Found 1940 results

  1. Hey All we are making a Quake like multiplayer shooter, the game will be team and FFA based. while i do have a story for the game what im focused on at the moment is getting a prototype Done. The game will be developed in unity. we will require both back end and front developers! Programming Requirements: Must Know C# And Know How To Set Up Networking, (Photon, UNET etc etc) Be Able To Work With 3D Modellers And Others Be Dedicated To The Project (In other words dont just stop doing progress and keep in touch if you cant do any at that time) If Any Other People Want To Join (Except Composers) Please Email rioishere14@gmail.com
  2. I am developing a 3D interactive mobile Game in Unity3d and am trying to implement a first person camera controller. I have done much research into first person camera controllers, but I can't seem to find the ideal set up. I am trying to develop a first person camera controller that can be used on touch devices. The inputs from the user would have to come from the user swiping, pinching etc rather than using a UI joystick. I have seen first person camera controllers that make use of UI joysticks but this isn't what I am looking for. - First person camera controller - touch device friendly - responds to gestures from user such as swiping and pinching. I am unsure what to do right now???
  3. Hello, i have complete my game and i publish it on itch.io and i need some feedback and some support , I really get tired after all this time working on the game alone, My game is a amazing horror game with story mode and player actor voice and zombies mode, Download link: https://wokzop-games.itch.io/horror-abductionv1 Thanks
  4. Hey there im looking to make a good 2d dark storied game with unity. Im looking for: Programmers Artists Recruiters Story Writers If you are interested contact me at heartachegamers@gmail.com
  5. jb-dev

    A little sign infront of a mall

    From the album: Vaporwave Roguelite

    This little sign is actually placed randomly and at a random angle. There can only be one though. Much like all other models, it follows a colour palette.
  6. jb-dev

    Let's go to the gym

    From the album: Vaporwave Roguelite

    Let's hit the pipes!!! For a reasonable cost, the player can gain a permanent random stats bonus when selecting those dumbbells over there, on the mat. But each time the player uses a dumbbell it disappears afterwards and the cost of the others dumbbells are doubled.
  7. jb-dev

    Let's go to the bank II

    From the album: Vaporwave Roguelite

    This is a more complete version of the bank. Now there are nice lights that make it look good.
  8. 3D Artists And Unity Programmers For Doom Like Shooter Game:ROGUE Studio:Rebound Entertainment Current Team:3 Payment:Rev-Share Or Kickstarter Programming Requirements: - Must Know And Have Experience With Unity And Know C# - Must Be Able To Spend 5 To 12 hours a week on the project - Must Be Older Than 15 3D Artist Requirements: - Be Able To Model, Animate, Create 3D Monsters And Characters Or Rig (Must Have at least one of these) - Must Be Able To Spend 5 To 12 hours a week on the project - Must Be Older Than 15 Project Description: You are on the ESL (The Elementary Space Lab). You wake not knowing what has happened, you soon learn that a experimental AI Has gone rogue and created beasts and monsters to kill anything in its path. Now, you know what your mission is. If You Are Interested DM Me on discord at thathuman44#4207 or email me at oneriot3@gmail.com
  9. I am developing a 2D UI in unity. I have developed a scroll-able list of buttons in which the buttons are intractable. What I am trying to achieve is to have a sub list of items for each button of the scroll able list. In essence, have buttons in the scroll able list that toggle a sub-list to being visible/hidden. Upon clicking a button the sub-list should appear vertically below the button that was pressed. When the sub list appears the buttons below the sub list should move negative in the vertical axis so that the sub list doesn't get covered/overlayed by the other buttons that make up the scroll able list. I have broken down what I am trying to achieve below. - Developing a 2D UI that has a scroll able list of buttons - Each button toggles a sub list visible/hiddenn that drops down below the button pressed - Upon the list dropping down the buttons below the sub list should move negatively in the vertical axis so that the sub list items are not covered/overlayed by the buttons below the one clicked/pressed. I have attached 2 images that show part of what I have done so far. If you have any questions do please let me know.
  10. jb-dev

    Let's go to the bank

    From the album: Vaporwave Roguelite

    This is a picture of a yet to be completed bank. The idea is to generate simple geometries to fill the space between the floor and the ceiling. It's done like that because I can set the wall height of the generated level on the fly, so I need something generic and flexible.
  11. A 3D mobile (Andriod) game. Sci Fi setting. Puzzle-platformer. Please, somebody, make a some sort of expertise of visual aspect of the game. Just give me Your opinion. Thanks.))
  12. Hi, I am Antony Wells, and have been coding in general for 20+ years, and using Unity3D since v2.5. I am looking for team members, in the following fields: . 3D Artists - Skills including modelling, texturing and material creation .2D Artists - Skills including 2D Textures, concept art and User Interface elements .Music .SoundFX .Coders - Although a good coder, I think 2 or 3 coders would greatly speed up the project. .Website Designer - To develop and maintain our website (I will provide the url/isp) Atm the game is looking like being an Arena style shooter. For Windows/Mac/Linux. It will be commercial. Profits will most likely be split evenly upon any sales being made. The type of shooter? depends on how succesfull finding a team is. It could be robots(I.e not much animation) or even characters(I.e more animations) - It will feature a One player training mode also, with bots. If this project sounds interesting to you, pls reply to my personal email addy. antonyrwells@outlook.com I will be working full time on the project (around 5 hours a day) but you can be part time, as long as reasonable progress is made. I can send/show you previous examples of my work too.
  13. Hi - I'm a game designer, artist, and game content creator who's been working in the industry on/off for many years. My work has been primarily on PC and mobile puzzle and action games (Here's an oooold article: https://www.gamasutra.com/view/feature/130053/breaking_down_breakout_system_and_.php) I've decided to develop one of my prototypes into a game. Closest description would be a mashup of Mario Brothers, Mount Your Friends and Cut the Rope. Single or local multiplayer. Unity 2D. When I began this project in my spare time a few years ago, it was a series of paper and visual prototypes and there were many unknowns. Since then I've been lucky enough to have pitched the design to a university game incubator in 2017 and have it accepted and developed as a capstone project through Fall/Spring semesters (won best-project award). This has reduced the unknowns dramatically. I've also refined and evolved the theme and art style. Thus my decision to proceed with developing the prototype into a game. I've done level scripting in Lua and Objective C, but I don't really have the coding chops to proceed on my own. Thus I'm looking for an experienced developer with numerous games and prototypes under their belt (bonus points for "2D physics-thing" prototypes and games). Ideally several years of Unity C# work. Ideally based in the U.S. since I'm on the east coast. This would be a variable amount of revenue share based on contribution (anything from: 4-16 hours per week for a ~12 month duration). If you're local, there's the possibility of other types of compensation as well (free meals, computer test equipment, etc). I estimate project completion Sep-Dec 2019. I'll provide A TON of specifics for serious inquiries in the form of a brief screenshare walkthrough and short design pitchbook. Start would be in early September. ***Please message me on gamedev.net*** ***Please include the usual details required to determine qualifications/experience*** ***Please be over 18*** THANKS FOR READING!
  14. Mind Bullet - Stupid Zombies Kill radioactive brain eating vampires with bouncing bullets! Click here https://play.google.com/store/apps/details?id=com.bestsoft32.mindbullets&hl=en
  15. Hello everyone I am a programmer from Baku. I need a 3D Modeller for my shooter project in unity.I have 2 years Unity exp. Project will paid when we finish the work If you interested write me on email: mr.danilo911@gmail.com
  16. This Week Hello everyone! This week was an exciting one. Lots of things were fixed, improved and implemented. I found 2 experienced 3D artists who will be helping me along the way. I guess I can say I'm part of a team now It seems that I learn something new everyday just by talking to them, which is great! New Workflow To improve my productivity I decided to start making a TODO list with post-it notes stuck to my wardrobe doors. On one side there are things which need to be done, and on the other are things which I have alreadydone. It is really satisfying to move the notes from one side to another And it makes it easier for me to remember what things I've done each week, so I can write them in the blog. 3D Artists Recently I've found two 3D artists who agreed to work on the game. They've got some awesome ideas and in the coming weeks the game should start to look pretty great. Here's what one of the artists already started working on (construction yard vehicle): This will be a prop for the construction yard themed levels. There will be 4 themes total: airport, construction yard, prison yard, and parking lot. Each theme/scene will have props, ground textures and everything else related to that specific environment. This is how the each cell on the floor will look like. It will be animated, and the turrets will rise from beneath these doors: Currently one of the artist is working on ground textures, walls and environments in general, and another artist should soon begin working on turrets. New turret: Progress With The Game So as I mentioned before this week I've done lots of things which include: Implemented smooth (lerped) camera movement Implemented support for multiple enemy routes (with multiple entry and exit points) Added non-bomber air enemies Improved information displayed on UI (Upgrade menus, bottom panel) Limited deltaTime's maximum value Added fast forward button Added text telling what will be the next wave Multiple routes shown by the black/brown markings on the floor. Price is now shown at the bottom panel without the need to hover over the turret button. Text of the type of the turret is now highlighted: That is everything for today, see you next week!
  17. Today was kind of a slow day too. I've haven't got a lot of sleep lately (thanks little hamster wheel in my head) But at last, I was still able to add (and also fix) some graphical components here and there. In short, I've made the first and last rooms of the level more distinct from every other room. For example, I've added a room flow on these rooms to properly align props and, in the case of the starting room. the spawning rotation. I've also added a little decal-like plane that tells the player what to do (take it as a little tutorial, if you may) The important thing is that this decal is, not unlike my palette shader, dynamic in terms of colours. What I've done is quite simple: I've mapped each channel of a texture to a specific colour. Here's the original texture: After inputting this texture in my shader, it was just a matter of interpolating values and saturating them: Shader "Custom/TriColorMaps" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _RedMappedColor ("Mapped color (Red channel)", Color) = (1, 0, 0, 1) _GreenMappedColor ("Mapped color (Green channel)", Color) = (0, 1, 0, 1) _BlueMappedColor ("Mapped color (Blue channel)", Color) = (0, 0, 1, 1) } SubShader { Tags { "RenderType"="Transparent" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert decal:blend // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _RedMappedColor; fixed4 _GreenMappedColor; fixed4 _BlueMappedColor; void vert (inout appdata_full v) { v.vertex.y += v.normal.y * 0.0125; } // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex); c.rgb = saturate((lerp(fixed4(0, 0, 0, 0), _RedMappedColor, c.r) + lerp(fixed4(0, 0, 0, 0), _GreenMappedColor, c.g) + lerp(fixed4(0, 0, 0, 0), _BlueMappedColor, c.b))).rgb; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } Also, note that I've changed the vertices of the model. I needed a way to eliminate the Z-Fighting and just thought of offsetting the vertices by their normals. In conclusion, It's nothing really special, really. But I'm still working hard on this. EDIT: After a little bit of searching, I've seen that you can give a Z-buffer offset in those Unity shaders by using the Offset state. So I've then tried to change a bit my previous shader to use that functionality rather than just offsetting the vertices: SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry+1" "ForceNoShadowCasting"="True" } LOD 200 Offset -1, -1 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Lambert decal:blend // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; fixed4 _RedMappedColor; fixed4 _GreenMappedColor; fixed4 _BlueMappedColor; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutput o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex); c.rgb = saturate((lerp(fixed4(0, 0, 0, 0), _RedMappedColor, c.r) + lerp(fixed4(0, 0, 0, 0), _GreenMappedColor, c.g) + lerp(fixed4(0, 0, 0, 0), _BlueMappedColor, c.b))).rgb; o.Albedo = c.rgb; // We keep the alpha: it's supposed to be a decal o.Alpha = c.a; } ENDCG }
  18. jb-dev

    A ragdoll on the floor

    From the album: Vaporwave Roguelite

    This ragdoll is about to be shrunken to nothingness soon enough...
  19. During the past days, lots of shaders were updated and other visual things did too. Firstly, I've added lights effects when the crystals get shattered. There's also a burst of particle emanating from the broken crystal on impact. Also, enemies now leave a ragdoll corpse behind when they die. I love some of the poses those ragdolls make. On another note, I've toyed around with corpse removal and got captivated by the shrinking effect it created. It can sometimes be off-putting, but I'm still captivated. I've also added a nice VHS-like effect from layering two VHS shader together; namely "more AVdistortion" and "VHS pause effect". I've already ported the former and it's already active and the latter was just a matter of porting GLSL shaders to HLSL. No biggie. I did change the code a bit to make the white noises move through time. And there's nothing like trigonometry to help us with that fixed4 frag (v2f i) : SV_Target { fixed4 col = fixed4(0, 0, 0, 0); // get position to sample fixed2 samplePosition = i.vertex.xy / _ScreenParams.xy; float whiteNoise = 9999.0; // Jitter each line left and right samplePosition.x = samplePosition.x + (((rand(float2(_UnscaledTime, i.vertex.y))-0.5)/64.0) * _EffectStrength ); // Jitter the whole picture up and down samplePosition.y = samplePosition.y + (((rand(float2(_UnscaledTime, _UnscaledTime))-0.5)/32.0) * _EffectStrength ); // Slightly add color noise to each line col += (fixed4(-0.5, -0.5, -0.5 , -0.5)+fixed4(rand(float2(i.vertex.y,_UnscaledTime)),rand(float2(i.vertex.y,_UnscaledTime+1.0)),rand(float2(i.vertex.y,_UnscaledTime+2.0)),0))*0.1; // Either sample the texture, or just make the pixel white (to get the staticy-bit at the bottom) whiteNoise = rand(float2(floor(samplePosition.y*80.0),floor(samplePosition.x*50.0))+float2(_UnscaledTime,0)); float t = sin(_UnscaledTime / 2); if (whiteNoise > 11.5-30.0*(samplePosition.y + t) || whiteNoise < 1.5-5.0*(samplePosition.y + t) ) { // Sample the texture. col = lerp(tex2D(_MainTex ,samplePosition) , col + tex2D(_MainTex ,samplePosition), _EffectStrength); } else { // Use white. (I'm adding here so the color noise still applies) col = lerp(tex2D(_MainTex ,samplePosition), fixed4(1, 1, 1,1), _EffectStrength); } return col; } It's nice to have HLSL code, but a video is better:
  20. Project Overview: Rogue is a doom inspired FPS. An AI Called Solace On Board The ESSL (Elemental Space Station Lab) Becomes sentient and decides to create creatures to kill all people and break free, ultimately seeking revenge for the “experiments” they did to her. You wake up on board, and grab your gun and make it your mission to destroy Solace. We will make a kickstarter once we have a prototype and some concept art. If we get funded then awesome! If not then it’s good experience! GAME DETAILS Language/Game Engine: Unity C# Theme/Setting: Futuristic Genre: FPS Musical Direction: Electronic/Metal (Don’t want to copy doom though) Artistic Direction: Realisticish 3D ROLE DETAILS My Role: Game Designer, Writer And Project Lead/Manager Looking for: +1 Composer +2 Sound Effects +3 Programmer +3 Artist 3 Concept artist(s) , 1 2D artist(s), 3 3D artist(s), 3 Texture artist(s), 3 Animator(s), 3 Modeller(s) +1 Producer +1 Project Manager +2 Level Designer +1 Community Manager If Interested Contact me on discord at Thathuman44#4207 Or Email Me At rioishere14@gmail.com
  21. I am developing a progression system game in Unity3D and in a scene I have multiple GameObjects that have the UI button component. I am trying to find a way to store reference to all of these UI button components in one class and than access those buttons from other classes. I have thought about setting up a class with public Button variables and than adding this class as a component to GameObject however this does not feel optimum. Is there a way to create a reference to multiple UI buttons from once class and than access the referenced variables from other classes? Summary can be seen below - scene in unity 3D with multiple UI buttons - trying to find a way store UI buttons in one class - access UI buttons from other classes that have been instantiated in scene
  22. MehdiUBP

    Skating physics problem

    Hello y'all I'm making a small skating game, mostly because I'm interested in mechanics but I'm stuck with an orientation problem I can't figure out. To adapt the rotation of the skater with respect to its environment, I break the logic into several components: A PhysicRotation : Returns the Quaternion to go from the skater's transform.up to the normal of the point he's at Quaternion GetPhysicsRotation() { Vector3 target_vec = Vector3.up; Ray ray = new Ray(transform.position, Vector3.down); RaycastHit hit; if(Physics.Raycast(ray, out hit, 1.05f*height)) { target_vec = hit.normal; } return Quaternion.FromToRotation(transform.up, target_vec); } A velocity rotation: So that the character faces the direction he's going. This rotation is contrained to a plane Quaternion GetVelocityRot() { Vector3 vel = rb.velocity; if(vel.magnitude > 0.2f) { vel.y = 0; Vector3 dir = transform.forward; dir.y = 0; Quaternion vel_rot = Quaternion.FromToRotation(dir.normalized, vel.normalized); return vel_rot; } else return Quaternion.identity; } And finally, I an InputRotation that rotates the force applied for moving All of this is then tied in this function: void SkaterMove(Vector2 inputs) { Quaternion PhysicsRotation = aerial ? Quaternion.identity : GetPhysicsRotation(); // Rotation according to ground normal Quaternion VelocityRotation = GetVelocityRot(); Quaternion InputRotation = Quaternion.identity; Quaternion ComputedRotation = Quaternion.identity; if(inputs.magnitude > 0.1f) { Vector3 adapted_direction = CamToPlayer(inputs); Vector3 planar_direction = transform.forward; planar_direction.y = 0; InputRotation = Quaternion.FromToRotation(planar_direction, adapted_direction); if(!aerial) { Vector3 Direction = InputRotation*transform.forward*Speed; rb.AddForce(Direction); } } ComputedRotation = PhysicsRotation*VelocityRotation*transform.rotation; transform.rotation = Quaternion.Lerp(transform.rotation, ComputedRotation, RotatingSpeed*Time.deltaTime); } The thing works rather well, but always stumbles on one specific case. Here's a video I made the explain it better: Basically, when in the quarter, if the character's speed carries him in the air, he does a strange spin and and breaks its flow. I can't figure out where in the code I'm allowing it to do this. I've tried various tests, but I can't figure out where the problem is. Could anyone point me in the good direction ? Thanks !
  23. jb-dev

    Ragdoll removal tests

    From the album: Vaporwave Roguelite

    It's just me trying out ways to remove ragdolls from the world.
  24. Omniscient Games

    Horror Game Development Process?

    I want to create a Horror Game for either PC or Mobile, but I don't know where to start. I have more experience in Unreal Engine than Unity, however, I see a lot of Horror Games created in Unity especially for Mobile. Which engine would be better for developing Horror Games? What is the design process for developing a Horror Game, for example; Planning, Research, Ideas etc?
  25. Hello, This is actually my first post after being a lurker for quite some time here. For the last couple of days I try to get my head around the concept of Overwatch's multiplayer architecture after watching the GDC 2017 talks by Timothy Ford ("Overwatch Gameplay Architecture and Netcode") and Dan Reed ("Networking Scripted Weapons and Abilities in Overwatch"). ( I hope someone here has Vault Access :D) As usual with such complex systems Overwatch seems to combine different approaches to hide latency. Among others, the ones I am mostly interested in are, Command Frames and State Synchronization. I think I understood both concepts but I have problems adding them up. 1) Ford talks about the client being in the future by ~ half the RTT plus one command frame. This ensures that all commands sent from the client to the server tend to arrive when the server is actually at the tick referenced in the command. If that's correct my assumption would be the following: Server is at tick 1000. RTT is ~ 10 ticks -> around 10*16.6 ms. Client simulates tick 1005 and sends command associated with tick 1005. <5 ticks later> Server is at tick 1005 and received a client command. (maybe its already queued in a buffer). Server applies command and sends state for tick 1006 (State_N + Input_N = State_N=1). RTT might still be 10 ticks. Client simulates tick 1010. <5 ticks later> Server is at tick 1010... Client received State for tick 1005 and checks internal buffers for prediction. Does that really apply? Does the client really simulate half-rtt in the future? 2) How do I handle ticks at the start of the game? My network layer requires a timestamp to work and I'd use ticks in the main game loop. Do I have something like a grace period until the client can calculate the required ticks to move to the future (by calling simulation.Tick(1/60f) for the number of ticks to be in the future)? 3) If I run the simulation at 60Hz and the network layer at say 20Hz. Do I have 60 Inputs that I send from Client to Server or 20? I know, this is somewhat similar to other questions in this forum, but I feel like this particular talk has never been discussed? Cheers, poettlr
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