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If this is something that is out of scope of heron i totally understand. Would really love to keep using heron since its so simple but if this kind of customization reduces the simplicity I understand and can work with rapier directly in my game. Based on the ggrs dev rapier might not be a good fit for rollback due to how long de-serializing can take https://discord.com/channels/691052431525675048/747940465936040017/926212530181931008 |
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Im working on a multiplayer game and would like to use a rollback lib like https://github.com/gschup/bevy_ggrs, https://github.com/HouraiTeahouse/backroll-rs/, or maybe https://github.com/ErnWong/crystalorb (this one's bevy integration is not a nice so less likely to be used).
I may be misunderstanding how these libs work since im mostly in the research phase still but the issue for ggrs at least is that it has its own schedule where all game play logic needs to be registered. Since the physics for heron are run in its own stage(s) physics would not be run correctly when rolling back and re simulating frames.
There are potentially other issues with how physics steps vs frames are handled between the two libs.
My main question for this post is if anyone has any examples of heron being used with one of these libs. If not any idea for what changes i would need to make in heron to allow more customization on when heron logic is run?
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