Mega bump!
No, but really, I updated Asteroidians for the first time in over a year. I still really want to complete this project, and I just took a major step in getting the networking solid in just this past month.
The entire game system now uses fixed point numbers instead of floating point numbers. (Floating point numbers are NOT deterministic and cause desyncs)
Also, I discovered the system both W:A uses and what I unknowingly was implementing is called
Lockstep Synchronization. (For any other developers who might be reading this) A lot of older games used this and fixed point numbers due to how expensive floating point numbers were to compute at the time.
In terms of new front end features, there isn't a whole lot as of now. Mostly network stability and bug squashing. Some weapons that have still caused repeated desyncs have been restricted to single player until I can fix them. That said, I'm fairly confident in the reliability of the new networking system. I'm sure there will still be issues, but compared to how it was, it is much better now.
Major Update v0.2.00 Download page:
https://bamboy.itch.io/asteroidiansChangelog:
https://bamboy.itch.io/asteroidians/devlog/52965/major-engine-rehaul-asteroidians-release-v0200Thanks for reading!