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Showing posts from November, 2025

Networked Gunplay: Part 4 - Monkanics Devlog #30 (11-10-2025)

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------------------------------------------------------------------------------------------------ If this is your first time visiting my devlogs, check out the welcome post: https://monkanics.blogspot.com/2025/10/welcome-to-monkanics-devblog.html ------------------------------------------------------------------------------------------------ The name’s Demetrius Dixon, and I woke up on the right side of the bed today. Man, I feel pretty good. I’m pretty sure it’s because I’ve been eating more veggies lately. Let’s get straight to it. -------------------------------------------------------------------------------- The first thing I need to work on is getting player rotation synced with other clients. This is technically a bug fix, because this used to work WAY too long ago. How it’s supposed to work is that every physics frame, the player script sends its current body and head rotation to the server. Then, the server updates the body and head rotation for its instance. It works similarly...

Networked Gunplay: Part 3 - Monkanics Devlog #29 (11-9-2025)

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------------------------------------------------------------------------------------------------ If this is your first time visiting my devlogs, check out the welcome post: https://monkanics.blogspot.com/2025/10/welcome-to-monkanics-devblog.html ------------------------------------------------------------------------------------------------ The name’s Demetrius Dixon, and I’VE FINALLY MADE A BREAKTHROUGH!!! I’ve been ruminating nonstop about how to send projectile info from the player to the server, since the player and projectile were separate. OR SO I THOUGHT! In actuality, the projectiles are CHILDREN of the player. So the client IS able to reference the projectile, then send that projectile info to the server! (The projectiles are both the area3D’s in the scene tree and the red pills in-game) Now, this eliminates the roadblock, but not the technical implementation. Side Note: Direct knowledge roadblocks like these make me want to avoid Monkanics development when they happen. That...