Network test success. Slowly lifting the GZDoom netcode curse. Ongoing behind the scenes netcode improvements, and improved it has. 6 players across the world, no connection troubles (OGs remember the struggle), SMOOTH prediction (feels like playing single player), no jitter/rubberbanding. #GZDoom
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I'm looking forward to the process being optimised and streamlined!
And even when we're not that far apart, there's sometimes those strange connection issues that may hopefully be history soon.
I'm aiming to release a GZDoom map set with full co-op support next year January. Would be great if players can do easy co-op on GZDoom then or further down the line 🖤
Actual client/server probably won't happen for a few more years, though. But the architectural work laid down now will help with that goal eventually 2/2
Co-op myhouse.wad
I'll post when it's ready to be tested publicly (it will go into GZDoom first, then later VKDoom)
thanks for taking this on