Available, Counseling, Steam/Multiplayer Code, UI, C++ Game Mechanics

Physics-Replicating Multiplayer Platformer Victory!

Dear Community,

Using a new algorithm that is a hybrid of both input replication and interpolation, I’ve now accomplished my goal of a game based on replicating player-controlled physics-simulating characters that can also platform freely!

I can now fully support the network coding for a physics-based platformer multiplayer game!

You won’t believe it but in the video below I am testing with 200 millisecond simulated lag!

The results are that good!

I am using a completely custom pawn for this, with my own skeletal mesh component! I am not using ACharacter replication system at all.
://.youtube.com/=DLF0OlQ-TzM

You must forgive my extreme happiness in this video.

I’ve been trying to achieve this goal of a physics-simulating multiplayer platformer for a looong time!

:heart: