P0-B5: Part 1244: Debugging, Improvements
I am now in the process of optimising the player network code. This is going well, but there is quite a lot to do, and to test here. However, it should result in much more reliable, and much faster, netcode, especially with larger numbers of players. It will also allow me to remove a lot […]
P0-B4: Part 1243: Debugging, Improvements
I have added network paging support to the project, using Mirror’s Custom “Interest Management” system. This means that I can page in and out objects from the server based on their world space distance and the zone that they are in. I have integrated this with the networked AI, and it works very well. I […]
P0-B4: Part 1242: Debugging, Improvements
I have created a new concept for the terrain scanning system for the project. This system asynchronously scans for nearby objects like cities, outposts, bases, etc, etc. The existing system is somewhat inefficient, however the new system uses async/await, which is much more powerful and should work better. This system should also allow me to […]
P0-B4: Part 1241: Debugging, Improvements
I have made more improvements and bug fixes to the networking system. There was an issue where if an item was picked up by one player, the item would still remain on the screen of other players, effectively duplicating the item. This has now been fixed. I also ran into an issue with world/local space […]
P0-B4: Part 1240: Debugging, Improvements
I have been working on minor improvements to AI spawning. There was an issue with the AI spawning too far from the player, which meant that there were no colliders underneath them. I have made some improvements to the spawning to prevent this. I have also made improvements to the creature AI spawn code, which […]
P0-B4: Part 1239: Debugging, Improvements
The AI is mostly finished. I am still testing and making final changes to the logic, but it is working very well. The next goal, other than some more testing, is to allow the games animals and creatures to also be networked. Currently, only the randomly spawned enemies are networked. Once this is done, I […]
P0-B4: Part 1238: Debugging, Improvements
The multiplayer AI concept is going very well. The core idea works, and my knowledge level with mirror networking has improved since I last worked on network code, so I should be able to use better, more performant, techniques. I can then use these new techniques to optimise and improve the existing, older, code. The […]
P0-B4: Part 1237: Debugging, Improvements
I have started working on the multiplayer improvements. The first thing that I did is smooth out the player movement, there was quite a lot of rubber-banding going on. I managed to fix this by putting the movement updates into fixedupdate() rather than update. I will, however, need to do quite a lot of optimisation […]
