i am fucking around... and seeing about making a fighting game framework that could work with rollback netcode. i wrote like 2 pages of documentation before passing out last night and i dont remember writing most of it but im following it and seeing where it leads 👀
im still working on this!! turns out @luna- and i both had the same brainworms and talking together i got super motivated to keep giving this thing a go and its FUN!!
ive put together the structure for the update loop, the data structures for animations, the extremely barebones physics loop, and input processing to support replays and rollback netcode! it's definitely one of the biggest programming challenges ive had to deal with in a long while and it feels fuckin great to come up with a clever and efficient way to go about things :)
fun fact! did u know that if ur physics sim is just rectangles that dont rotate, the overlap code is literally just
public bool OverlapVBox(VBox other) {
Vector2Int posDif = (other.position - position) * 2;
Vector2Int combinedSize = other.size + size;
return Mathf.Abs(posDif.x) < combinedSize.x && Mathf.Abs(posDif.y) < combinedSize.y;
}
like that's unreal. it makes me happy :)
anyways ive been working on that editor window to visualize hit boxes and hurt boxes and it's good shit. i hate trying to make editor gui but its cool that it works at all :)
