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This week I worked on implementing LAN games as an option for network play in the beta. LAN games work as a faster alternative to the current relay server method but only for machines on a local network. Its faster network speeds result from having messages only broadcast within a local network instead of being relayed across to a distant server on the Internet. The network protocol used in LAN is the same as the one used with the relay method but instead clients directly unicast packets straight to the Host where the host then broadcasts game updates directly to all the clients. This feature is now fully implemented into the Beta, so please notify me of any issues you encounter when using it. I have already found one issue where if you play a LAN game over WiFi the clients network speeds drop to a point where their game runs at around 4 FPS. However if you then switch to a direct internet connection the network speed recovers fully. I am still trying to identify whether this bug is resulting from my local network or if it is a problem for everyone. I also worked on fixing a few bugs, of which one related to the games frame rate affecting the speed at which you could drag limbs. If you had a monitor that could run Rivalry at 120 Hz (Double the speed at which Rivalry usually runs at). Because the limb dragging force is applied to the limb each frame, It would then also double the force that is being applied to the limb. So if you had a monitor that had an incredibly fast refresh rate. You could potentially kill you opponent in one move. I have now added a dynamic scaling factor which counteracts this effect. Pausing in a network game now no longer pauses the game as it gave the host the power to control time. The next step after LAN games is to move onto Peer to Peer games which is very similar to LAN games in that the machines still communicate directly but instead over the internet. Pending tasks are now
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