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#Liblast

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The new Entity, World State and Replication system is working!

Here it's syncing 24 cubes and two movers (the chars are not based on entities yet) from a server to 3 clients.

The server's world state is authoritative - clients merely follow updates they get.

Super simple for now - full world state is sent to all clients every server tick.

Not optimal or resilient at all - there is a lot of work ahead!

youtu.be/Sc42ebGX_YU

#Liblast #IndieDev #IndieGame #Godot #GodotEngine #FPS

- unfa

youtu.be- YouTubeEnjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

If you wonder what is my creative outlet lately - well, it's my FOSS game project called Liblast.

libla.st / @liblast

The idea is to make a libre online first-person shooter game that is made 100% with libre software, having all the source files (also for assets!) be available under CC0.

My Codeberg activity graph is actually looking kinda nice, I forgot these exist and saw that randomly and thought: hey, I am doing things!

codeberg.org/Liblast

Heck yeah! The SharedTime feature of #Liblast #Framework that establishes a common time reference so clients can time events in server's time seems to finally work as expected. This took a lot of debugging, but it's here!

Of course this is only via loopback on a single machine, so only using this over the internet will tell if my code is any good...

So far I'm happy with the results :D

This is not yet in the main branch of the git repo, there's more coming ;)

- unfa

codeberg.org/Liblast/liblast-f

New development update video!

youtu.be/pvjU2Sc9Tms

I'm working on networking.
Big Brain Energy needed. I've read and studied a lot about networking in FPS games throughout the years, but my own implementations so far have been rather unimpressive.

You think I can knock it out of he park this time around? I've been doing Liblast for 5 years now, this is the 4th from-the-ground-up iteration of the project. I hope I've learned my lesson by now...

- unfa

Liblast starting a local server and loading a map. You can notice recent work on loading screen and scene transitions. An important part of the map "loading" is rendering frames and comparing them monitoring the differences. The game is waiting until the frames stabilize. It took a lot of work to get working properly, but now it pretty much eliminates all possible flickering due to reflection probe baking (and other pop-in). Internally it's called "Flicker Suppression".

- unfa

Hey! I am moving #Liblast community towards new chat platform:

Zulip.

So all Liblastians - join in!

➡️ liblast.zulipchat.com/ ⬅️

I don't want to push people towards Discord or other proprietary platforms with dubious ToS's. Also Rocket.Chat (that we used previously) has become a burden and the company has been paywalling features for self-hosted users like us.

Contrast that with #Zulip that has sponsored us with premium free hosting, because we're a FOSS project :)

- unfa

I'm testing Zulip as a possible hub for the Liblast community:

liblast.zulipchat.com/join/fbi

Feel free to join and test with me :)

Why Zulip and not... Discord?
Because Discord is... ugh. Not a good platform for productivity or privacy.
Also we couldn't ever self-host a Discord server, and it puts limits on us unless we pay.

Zulip on the other hand is happy to sponsor FOSS projects like Liblast, and they have granted us a sponsorship - free hosting.

- unfa

#Liblast#Zulip#Game

Finally something new to show off!

Using experience from previous Liblast versions and looking at other FPS-focused game engines I've designed a CVar system for Liblast Framework and it is now operational!

Here's an explanation and demo:
youtu.be/rWbq2ZRMqw0

Also - meet yank scally, a new core contributor!

You can test this yourself in the liblast-framework repository:

codeberg.org/Liblast/liblast-f

Roadmap now is to prototype a level and integrate the art pipeline.

- unfa

Me and yank scally have been co-working via Jitsi Meet and #Syncthing on the #Liblast Framework core this past week.
I think it's taking shape.

I've decided to create a game core and core services which are spawned by the core as nodes and references are kept in a dict. Now anytime something is spawned it's given a dict of these core services references so it can talk to them.

You might think "oh why not just do singletons?" - well, this way I can spoof the references for testing!

*verte*

I've been studying popular game engines to see how they organize their "game objects" into classes but also how they structure the whole engine. I've been looking at old Quake, Source, Unreal Engine I (and more recent), now idTech 4 (Doom 3). I have experience working with Unity professionally so that also is there. I see some common ideas, some pitfalls and dead ends, some inspirations... Talked to other programmers and a structure for the #Liblast framework seems to be coming together...
-unfa