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#worldfabric — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #worldfabric, aggregated by home.social.

  1. Two weeks until the release of #Narball. I thought about doing some pre-release influencer marketing, but I don't think I will. They'd just be playing with each other if they could find games at all. Exclusivity is kind of against the ethos of #WorldFabric anyway. I think I'm just gonna stealth drop it and see what happens. I can do streamer outreach after its out, and then they'd be able to play with their fans. I designed a whole new asynchronous event architecture to make sure weak PCs on crappy connections would get the same quality experience as the best hardware, prioritizing elites for release would be incongruous. #indieDev

  2. I have added matchmaking to #Narball. #WorldFabric is decentralized by design, so I'm not running any servers myself, but Steam has a built-in server browser. The game accesses the Steam server list and then scores the available matches client-side to select one. The game includes a DedicatedServer exe in the folder that anyone can run. If you open the port for the Steam server browser, then people who click quick play might join your server. #decentralization #indieDev

  3. I'm hoping people will play #Narball, wonder how it works so well, and that will lead them down the rabbit hole to watching my videos about the technology behind it. I am the rabbit in the rabbit hole. #WorldFabric

  4. New World Fabric devlog goes over the interface and rules for the system that automatically networks running C++ code with real examples from Narball. youtube.com/watch?v=uVlNlhh-mT8

    #gamedev #devlog #WorldFabric #Narball #networkprogramming

  5. New World Fabric devlog goes over the interface and rules for the system that automatically networks running C++ code with real examples from Narball. youtube.com/watch?v=uVlNlhh-mT8

    #gamedev #devlog #WorldFabric #Narball #networkprogramming

  6. New World Fabric devlog goes over the interface and rules for the system that automatically networks running C++ code with real examples from Narball. youtube.com/watch?v=uVlNlhh-mT8

    #gamedev #devlog #WorldFabric #Narball #networkprogramming

  7. New World Fabric devlog goes over the interface and rules for the system that automatically networks running C++ code with real examples from Narball. youtube.com/watch?v=uVlNlhh-mT8

    #gamedev #devlog #WorldFabric #Narball #networkprogramming

  8. New World Fabric devlog goes over the interface and rules for the system that automatically networks running C++ code with real examples from Narball. youtube.com/watch?v=uVlNlhh-mT8

    #gamedev #devlog #WorldFabric #Narball #networkprogramming

  9. How does #WorldFabric keep players synchronized over the internet with so many moving objects? Trick question: it doesn't! World Fabric only maintains local causal consistency. The further apart players are, the weaker the causal link, and the more wibbly wobbly timey whimey it gets. #Narball #networkprogramming #doctorWho

  10. How does #WorldFabric keep players synchronized over the internet with so many moving objects? Trick question: it doesn't! World Fabric only maintains local causal consistency. The further apart players are, the weaker the causal link, and the more wibbly wobbly timey whimey it gets. #Narball #networkprogramming #doctorWho

  11. How does #WorldFabric keep players synchronized over the internet with so many moving objects? Trick question: it doesn't! World Fabric only maintains local causal consistency. The further apart players are, the weaker the causal link, and the more wibbly wobbly timey whimey it gets. #Narball #networkprogramming #doctorWho

  12. How does #WorldFabric keep players synchronized over the internet with so many moving objects? Trick question: it doesn't! World Fabric only maintains local causal consistency. The further apart players are, the weaker the causal link, and the more wibbly wobbly timey whimey it gets. #Narball #networkprogramming #doctorWho

  13. How does #WorldFabric keep players synchronized over the internet with so many moving objects? Trick question: it doesn't! World Fabric only maintains local causal consistency. The further apart players are, the weaker the causal link, and the more wibbly wobbly timey whimey it gets. #Narball #networkprogramming #doctorWho

  14. #WorldFabric can automatically synchronize arbitrary C++ code over the internet with relativistic latency hiding, and it's now fast and stable enough to handle over a thousand interactable moving objects under real-world network conditions. youtube.com/watch?v=wazOVYCeuIk #cplusplus #coding #networkprogramming #metaverse

  15. #WorldFabric can automatically synchronize arbitrary C++ code over the internet with relativistic latency hiding, and it's now fast and stable enough to handle over a thousand interactable moving objects under real-world network conditions. youtube.com/watch?v=wazOVYCeuIk #cplusplus #coding #networkprogramming #metaverse

  16. #WorldFabric can automatically synchronize arbitrary C++ code over the internet with relativistic latency hiding, and it's now fast and stable enough to handle over a thousand interactable moving objects under real-world network conditions. youtube.com/watch?v=wazOVYCeuIk #cplusplus #coding #networkprogramming #metaverse

  17. #WorldFabric can automatically synchronize arbitrary C++ code over the internet with relativistic latency hiding, and it's now fast and stable enough to handle over a thousand interactable moving objects under real-world network conditions. youtube.com/watch?v=wazOVYCeuIk #cplusplus #coding #networkprogramming #metaverse

  18. #WorldFabric can automatically synchronize arbitrary C++ code over the internet with relativistic latency hiding, and it's now fast and stable enough to handle over a thousand interactable moving objects under real-world network conditions. youtube.com/watch?v=wazOVYCeuIk #cplusplus #coding #networkprogramming #metaverse

  19. Narball playtest went well tonight. There were some crashes 😞, but no desyncs 😀, and we hit a new record of 9 players in one match. Check out this chaos. youtube.com/watch?v=mALaRkp3hjs

    #Narball #worldfabric #videogame #indiegame

  20. I made a video explaining how my game engine warps time to hide network latency. It includes a bunch of animations showing the tradeoffs of some other common networking approaches as well. youtube.com/watch?v=g52nosxz4cY

    #IndieDev #networkprogramming #gameengine #algorithms #WorldFabric

  21. I made a video explaining how my game engine warps time to hide network latency. It includes a bunch of animations showing the tradeoffs of some other common networking approaches as well. youtube.com/watch?v=g52nosxz4cY

    #IndieDev #networkprogramming #gameengine #algorithms #WorldFabric

  22. I made a video explaining how my game engine warps time to hide network latency. It includes a bunch of animations showing the tradeoffs of some other common networking approaches as well. youtube.com/watch?v=g52nosxz4cY

    #IndieDev #networkprogramming #gameengine #algorithms #WorldFabric

  23. I made a video explaining how my game engine warps time to hide network latency. It includes a bunch of animations showing the tradeoffs of some other common networking approaches as well. youtube.com/watch?v=g52nosxz4cY

    #IndieDev #networkprogramming #gameengine #algorithms #WorldFabric

  24. I made a video explaining how my game engine warps time to hide network latency. It includes a bunch of animations showing the tradeoffs of some other common networking approaches as well. youtube.com/watch?v=g52nosxz4cY

    #IndieDev #networkprogramming #gameengine #algorithms #WorldFabric

  25. I've got an idea for a demo for #WorldFabric: #MoonPong. It's just regular Pong, but played over the network with simulated latency as though one of the players is on the Moon. The automatic time warp the engine does would be extreme enough to easily see, and the game would be so simple I could use it as a tutorial for the engine. I could pay the fee to drop it on Steam as a free download and rig it up to do peer to peer without port forwarding over the Valve backbone.

    #gameidea #gameengine