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!
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