If they need more precision, their systems increase precision with increased update rates.īecause the game is designed to be cooperative, Heckinger said cheat mitigation isn’t currently a priority for them. Oftentimes, rotation values don't even matter for their simulation operations. Many of the game’s systems only need to know generally where something in the world is for their heuristics since lazy evaluation allows them to quickly identify what needs updating which is relevant to an event or player action. For Soaring Pixel Games, not only was this useful for optimizing better performance for players in single player, it also allows them to more easily distribute their simulation and authority across players in multiplayer.īreakwaters uses a pseudo-deterministic custom physics engine built on top of PhysX, and the team decided to lock determinism to a certain degree of precision. Simulation, rendering, and artificial intelligence are all handled by systems that are separately activated. They make use of spatial relevancy and distance-based activation for single player, and were able to extend these systems for multiplayer. In order to maintain smooth gameplay and have low load times for single player, Soaring Pixels Games architected their game to separate simulation between different layers of abstraction. Soaring Pixels is exploring increasing the amount of players per session depending on how enjoyable people find it.īreakwaters is an ambitious game that has a demanding water simulation system. The game features an online cooperative mode where friends can work together to explore the waves and defeat titans in groups of four connected players at a time. So how do you know what is the right model for your game? We spoke with Phillip Heckinger, owner of Soaring Pixels Games, to understand how they approached networking for their upcoming small-scale cooperative title. They did this to accommodate for the estimated demand and total player scale projected for the game’s launch. For example, Team17, the studio behind Overcooked!, initially used a peer-to-peer model but changed during development to use dedicated servers instead. It’s important to keep in mind that some small-scale, cooperative games have different needs than others. Read more about how we decided how to create the sample game given these factors in this blog.
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