Matthew Collison

273 posts

Matthew Collison

Matthew Collison

@MrCollison

Coding, designing & building web experiences for 14 years. Building with Laravel, Tailwind, Vue & AWS 🚀 Too much beard

Beigetreten Temmuz 2022
191 Folgt62 Follower
Matthew Collison
Matthew Collison@MrCollison·
I'm also working on a new brand map (and playing around with those amazing generated PBR textures 😍)
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam D9: Graphics I'm happy with the gameplay, so I'm focusing on maps+visuals. - Anamorphic Bloom (a kind of horizontal lens flare) - Soft Motion Blur - TRAA (Smoother anti aliasing IMO) - 3D LUT - PBR Meteors - Realtime shadows And ~4 FPS impact (220 AVG down to 216!!)
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Matthew Collison
Matthew Collison@MrCollison·
It's the little things that add up - here is the same map before those visual changes (+ the old UI) The difference is night and day!!! It was so washed out and lifeless
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Matthew Collison
Matthew Collison@MrCollison·
There it is! (at least from a 2 min playtest it feels like it)
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam Day 8... Multiplayer Pain 😫 There's some core render-loop issue in the game that I missed Yesterday's multiplayer was a red herring for something else going on under the hood... Some perfect 367ms delay, even on <1ms ping Wish me luck!
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bytes@just_in_bytes·
@MrCollison @colyseus I'm in the same boat! I started with a go server and very quickly did a rewrite to @colyseus. Still getting a bit of lag tho. Is this going to be only 4 player?
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam Day 7: Online Multiplayer ✅ Thanks to @colyseus for being the framework for the (third) vibe-server-rebuild ✅ Clean local movement ✅ Synced States ✅ Working Spectator ✅ NPCs But there are bugs to sort: ❌ Start-round local wiggle ❌ 200ms~ behind sync at times
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Matthew Collison
Matthew Collison@MrCollison·
@just_in_bytes @colyseus I just got off work and had a play and I noticed it’s masking some massive 300ms delay 😬 I think 8 play will end up being the limit when I’m done with it - that’s the aim!
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Matthew Collison
Matthew Collison@MrCollison·
@did0f Sort of bloomy, soft too shading with no outlines and a little bit of atmospheric haze. It does look amazing
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Matthew Collison
Matthew Collison@MrCollison·
@did0f @colyseus Thanks! Yep, it’s kind of like cell shading but the shader outline is heavily on the outside rather than on all surfaces
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam Day 7 - Multiplayer Fixes (+sus green dude gathering) ✅ 200ms desync is GONE - on low ping it feels like LAN. this clip is my server hosted on @colyseus cloud - on WiFi!) ✅ Start round wiggle fixed Still some funky business to fix with the bones but otherwise great!
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Matthew Collison
Matthew Collison@MrCollison·
@alhuissi @colyseus It bloody is Add ragdoll physics to that + dynamic levels then 😵‍💫 But I finally cracked it... I'll have an update tomorrow evening. Perhaps even a link!!
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MyMoonEnt
MyMoonEnt@MyMoonEnt·
@mrcollison @colyseus Ahaha no worries im too learniing with claude, im just regurgitating what he fixed for my case too ahah
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Matthew Collison
Matthew Collison@MrCollison·
@pranviskidding The whole player (and all other physics) uses Rapier.js - it works beautifully with Three.JS The punch is a violent push forward and a snap back (to stop it dragging the player forward)
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Pranav
Pranav@pranviskidding·
@mrcollison Hey Matthew, just wondering how you achieved the punch action of your ragdoll. Also is it completely made in threejs??
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam Day 6: ok multiplayer sync is perfect (80ms simulated ping) - how is it this good?? I think the moon/sun map AI needs some work though 🤣
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al@alhuissi·
@mrcollison @colyseus looks smooth! I'm fighting with multiplayer for my game right now
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Matthew Collison
Matthew Collison@MrCollison·
@MyMoonEnt @colyseus Already in! But missing input replay on reconciliation, extrapolation for late/dropped remote snapshots (remotes only render inside the interp window) and a server-side per-client input ring buffer with adaptive lead I have no idea what that means but at least claude does 🤣🤣
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MyMoonEnt
MyMoonEnt@MyMoonEnt·
@mrcollison @colyseus Cool, try client side prediction and jiterring/interpolation tolerance, should smooth out the syncing
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Matthew Collison
Matthew Collison@MrCollison·
#vibejam folks, help! I'm deciding which multiplayer server regions to go with I think I have budget for 4-6 cheap @colyseus regions Where are you all based? Based on my twitter analytics right now, it'd be: - US - India - Canada - Japan - EU - Middle East
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Matthew Collison
Matthew Collison@MrCollison·
Day 5 extended of #vibejam - I couldn't help myself - finally added rounds and teams This was the idea all along - 2v2, first to 3 wins The NPC skill is too high - or I'm just bad at my own game 🤣 I need to take it easy tomorrow eve, that's 13 hours coding including work!
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