Daniel Jiménez - Network Programmer

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Daniel Jiménez - Network Programmer

Daniel Jiménez - Network Programmer

@danielJimenezyg

Netcode Programmer | I talk about Netcode and related here | Creating a Network Library for realtime multiplayer games | Before: An Online FPS Game in Unity3D

Katılım Mart 2021
43 Takip Edilen151 Takipçiler
Daniel Jiménez - Network Programmer
Daniel Jiménez - Network Programmer@danielJimenezyg·
I’ve included in the first message of this thread a short video demonstrating two players moving around. No latency compensation techniques have been implemented yet, so any smooth movement you see is thanks to my loopback connection, haha.
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Daniel Jiménez - Network Programmer
Daniel Jiménez - Network Programmer@danielJimenezyg·
Over the past few months, I've been improving the replication system of my Network-Library. Here are a few technical details I can share:
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Daniel Jiménez - Network Programmer
Daniel Jiménez - Network Programmer@danielJimenezyg·
@CreativeChris1 Last year's Multiplayer Blitz Day was incredibly helpful with really interesting questions and discussions. I hope this year's event is just as good or even better!
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Christopher Pope
Christopher Pope@CreativeChris1·
Multiplayer Blitz Day August 14th, 2024. An all online event, where you can directly engage with the engineering teams that have brought you the most amazing Multiplayer pre-release in Unity's Engine history. Be there. Grill us. #unity3d #multiplayer
Christopher Pope tweet media
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Daniel Jiménez - Network Programmer retweetledi
Kieran Newland
Kieran Newland@KieranNewland·
Epic's documentation on the Replication Graph is pretty much non-existent so my newest article runs through the basics. It's essential if you're making a networked game in Unreal with more than a few players in a server kierannewland.co.uk/replication-gr… #UnrealEngine #netcode #gamedev
GIF
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Daniel Jiménez - Network Programmer
Now, I'll be focusing on adding support for transmitting client-side inputs to the server. Also, I plan to improve my current replication system so that clients can distinguish between remote entities and locally controlled client entities.
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Daniel Jiménez - Network Programmer retweetledi
Aherys
Aherys@aherys·
Nothing worse than grenade rollback, right ? We solved this issue in @beautifullight with our Network predicted determinist grenade system. (Sound and animation are WIP). Basically, outside extreme bad network condition, grenade will never rollback, and will always be properly and physically accurate : no random bounce and (on paper) should always be accurate. The grenade are on client side predicted, and the physic behind is deterministic, meaning that the server and the client will always have a 1:1 match. We also choose to have a less realistic physic for grenade for a better gameplay with them (and being able to predict their trajectory more easily from a player side).
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Daniel Jiménez - Network Programmer
I didn't know so many people were interested in #Netcode and #Multiplayer It's a pleasure to be in a group chat with such talented developers who have worked on some of the biggest multiplayer games out there. Thank you very much for supporting this initiative! 🙏
Daniel Jiménez - Network Programmer tweet media
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Battlefield
Battlefield@Battlefield·
Tread carefully. Every single move counts in Strike Team 🔫 ⚔️ New squad-vs-squad mode: Strike Team 🚩 Eliminate the enemy or capture the objective 🗺️ 11 maps, 4v4 and 8v8 matches 🪖 Secure time-limited cosmetics Play the Future Strike event between May 28 – Jun 11 #Battlefield
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