Not been doing a whole lot as of late, but here is some stuff i worked on over the year, all made with FTE.
Buffer,Interpolation demo/showcase
https://www.youtube.com/watch?v=2n88blvCLmY
Made to demonstrate the effects of client/server side interpolation and buffers, as well as how various velocities will affect prediction as well as velocity based extrapolation.
Cake Quampions
https://www.youtube.com/watch?v=mFiaf6CPK0E
Got tired of Quake Champions netcode implementation (and various balance/gameplay issues) and set out to make a quick prototype to showcase how the game "should feel".
I have since a month back just shoved everything into a bin and set it on fire as i got fed up with it as well as QC (the work is gone, deleted.. there are some "older" versions floating around but i don´t have them), map was taken from QL just to showcase gameplay.
Wish i had recorded more of my work to show off, but i guess some cpma esque gameplay should is better than nothing.
Mostly finished features:
- All various physics types from QC implemented (with easy cvar tweaking).
- Could use both serverside / clientside hit registration for pretty much everything with server optional client fallbacks (within ping/pl thresholds)
- Extended serverside antilag (takes animation states, angles etc into consideration.. all needed for bone based hit detection)
- Optional prediction and extrapolation for pretty much everything (teleporters, projectiles etc, including predicted movement etc)
- Designed around fixed client/server tickrate for bandwidth effeciancy (with option to use higher tickrates ofcourse)
- Template based Hero/Champion system with an extremely simple script system for abilities and their cooldown/active durations.
- Mostly working CEF/HTML5 based UI (extremely barebones though).
At some point i am probably going to sit down and remake this just to have an opensource alternative down the road for when/if Quake Champions closes down.
Either way, Merry Christmas! :^