been experimenting with physics in a demo and it's really hard to make player+player collision look good with latency, i'm afraid the current model of state sync is not ideal for 100% physics-based game... i'm afraid input sync + deterministic simulation would be ideal there, kinda hard to pull off with current architecture of colyseus, but I'm hoping to eventually get it right after v1.0
Fable is really another level... it just finished re-skinning my FPS demo to use @KenneyNL's CC0 assets, and after 4 hours this is the result ๐คฏ
(it used to look like this before https://t.co/PDneqUHK4K)
Weโre doing it with Final Drop, 100-player open-world battle royale, no install, running in the browser.
Still early, but this is absolutely achievable on web: https://t.co/8N3eeeH7Mz
Want easy duos with invite links? Jump in on CrazyGames, game published there too.
๐จ claude
๐ช me
super fun watching the bot Claude wrote debug lag compensation
at the end it looks like a bug when ๐ฅ dies, but itโs actually correct โfavor the shooterโ logic - the server confirms the kill from the botโs rewound (lag-compensated) view