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Updated README.
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README.md
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README.md
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This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
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_(the following gifs are sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress)_
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The following video is recorded over INTERNET using an input delay of 4 frames and it feels SMOOTH when playing! Please also checkout [this demo video](https://pan.baidu.com/s/1_DAEuE66s5Obf2GwtVul4Q?pwd=mfpq) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
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![gif_demo](./charts/internet_fireball_wallmoveset_spedup.gif)
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![gif_demo](./charts/jump_sync_spedup.gif)
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Please also checkout [this demo video](https://pan.baidu.com/s/1_DAEuE66s5Obf2GwtVul4Q?pwd=mfpq) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
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All gifs are sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress!
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The video mainly shows the following features.
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- The backend receives inputs from frontend peers and broadcasts back for synchronization.
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- The game is recovered for a player upon reconnection.
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- Both backend(Golang) and frontend(JavaScript) execute collision detection and handle collision contacts by the same algorithm. The backend dynamics is togglable by [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.5.2/battle_srv/models/room.go#L813), but **when turned off the game couldn't support recovery upon reconnection**.
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# Notable Features
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- Backend dynamics toggle via [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.5.2/battle_srv/models/room.go#L813)
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- Recovery upon reconnection (only if backend dynamics is ON)
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- Automatically correction for "slow ticker", especially "active slow ticker" which is well-known to be a headache for input synchronization
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- Frame data logging toggle for both frontend & backend, useful for debugging out of sync entities when developing new features
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_(how input delay roughly works)_
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@ -22,6 +23,8 @@ _(how input delay roughly works)_
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_(how rollback-and-chase in this project roughly works)_
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![rollback_and_chase_intro](./charts/RollbackAndChase.jpg)
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(By use of [GopherJs](https://github.com/gopherjs/gopherjs), the frontend codes for dynamics are now automatically generated)
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![floating_point_accumulation_err](./charts/AvoidingFloatingPointAccumulationErr.jpg)
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# 1. Building & running
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