

Except you can actually release standalone Steam games with this, apparently.


Except you can actually release standalone Steam games with this, apparently.


That’s the whole point though. Most companies keep hiring to make more money. Staying lean takes discipline.


The physics in GMod isn’t implemented in Lua though. It was already part of the Source engine.
Unless GMod isn’t referring to Garry’s Mod.


Unreal is trying to move animation off the main thread but it will take a while to become standard. You can do it today but it’s not the default.
It’s definitely a hard problem to solve as an “out of the box” solution.


I probably didn’t do a good job of explaining it, but this is exactly what I meant. Cheers.


Counter Strike has pretty cool networking code where the server will rollback the simulation based on your latency, to see if you would’ve hit based on your own interpretation of the world as at your time, so no, even in Counter Strike, you shouldn’t need to lead. That being said, there are limits. It’s not going to work properly if your latency is 1000ms. Also in CS 2 they improved this even more because they do sub tick simulation to be even more precise.


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Palworld still ended up costing millions of dollars, although not tens of millions.
My biggest issues on wifi were random hitches and stuff. I’m on ethernet over coaxial now and it’s basically flawless.