New Unity Multiplayer Netcode for My Pirate Game | Devlog #43

  Рет қаралды 17,959

Tom Weiland

Tom Weiland

3 жыл бұрын

In this devlog I switched the project to use my new and improved Unity multiplayer netcode.
Next devlog: • I Played My Pirate Gam...
Pirate game playlist: • Multiplayer Pirate Gam...
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#Devlog #GameDev #PirateGame #IndieDev #IndieGame #Multiplayer #GameDevelopment #Unity #Unity3D #MadeWithUnity
In this indie devlog I converted the pirate game's netcode to the new and improved multiplayer solution that I've been working on for the past few months. It makes setting up a server and connecting clients to it much quicker and easier, plus it's more reusable! I still have a lot of work to do before this networking solution is completely ready, but once it is, I'll definitely be making a tutorial about it :)
Additionally, I flattened the waves around islands, which was long overdue, and I made it possible to repair your ship when it takes damage.

Пікірлер: 533
@tomweiland
@tomweiland 3 жыл бұрын
What do you think of the new mic? If you've got any other questions about the networking solution, leave em below :)
@farhanhakim2189
@farhanhakim2189 3 жыл бұрын
Nice
@Tornadoally
@Tornadoally 3 жыл бұрын
Amazing Mic!
@naturalevo180
@naturalevo180 3 жыл бұрын
Mic did go bettrrrrrrrrrrrrrrrrrrrrrrrrrr
@tomweiland
@tomweiland 3 жыл бұрын
Right? It sounds _so_ much better!
@xzippyzachx
@xzippyzachx 3 жыл бұрын
The mic sounds great! Now when is the next stream? :p
@barj
@barj 3 жыл бұрын
Water looks much better Tom, great job!
@tomweiland
@tomweiland 3 жыл бұрын
For real! I've had the pleasure of looking at it for over two weeks now and I'm still not quite over how much better it is 😂
@tauheedgamedev2388
@tauheedgamedev2388 3 жыл бұрын
The waves are much better near the island. Can’t wait to see some play testing.
@tomweiland
@tomweiland 3 жыл бұрын
SO much better! I can't wait to play with a few friends again-I did that in the super early stages with some people in my programming class, and even though the game literally had zero gameplay features back then, it was a _huge_ motivation booster.
@gustavheinrich5565
@gustavheinrich5565 3 жыл бұрын
Can't wait for the updated networking tutorials. I learned a lot from your last one. Keep up the good work! For the Algorithm!
@tomweiland
@tomweiland 3 жыл бұрын
Glad you liked the last series-hopefully I can get the new solution done soon :)
@xzippyzachx
@xzippyzachx 3 жыл бұрын
New year! New netcode! I'm ready for v2.0! Also great devlog as usual! :p
@tomweiland
@tomweiland 3 жыл бұрын
Happy New Year! We'll have to talk at some point, maybe I'll hook you up early for some testing :P
@xzippyzachx
@xzippyzachx 3 жыл бұрын
@@tomweiland Yes please!
@RealNekoGamer
@RealNekoGamer 3 жыл бұрын
Sea of Thieves Lite is looking great!
@tomweiland
@tomweiland 3 жыл бұрын
🙄
@RugbugRedfern
@RugbugRedfern 3 жыл бұрын
😉
@michealsalib6131
@michealsalib6131 3 жыл бұрын
Not all games that have ships r sea of thieves.
@RealNekoGamer
@RealNekoGamer 3 жыл бұрын
@@michealsalib6131 I was trying to be funny. Sounds like my sarcasm doesn't translate to text well.
@imgekko4142
@imgekko4142 3 жыл бұрын
@@RealNekoGamer Tbh its funny 😄 dw i think most people will understand its sarcasm
@RugbugRedfern
@RugbugRedfern 3 жыл бұрын
Damn that looks beautiful. Awesome work as always 👌
@tomweiland
@tomweiland 3 жыл бұрын
I still haven't gotten over how much better the flattened waves are :P
@MGDMomoGameDev
@MGDMomoGameDev 3 жыл бұрын
This is EPIC! I love your tutorials too!
@tomweiland
@tomweiland 3 жыл бұрын
Glad you liked it :D
@WobZone
@WobZone 3 жыл бұрын
1st time seeing your devlogs (new here) and it looks really interesting. Currently following your networking guide which is super challenging considering it's more complicated than I thought and you write at the speed of light lol Otherwise keep up the good work ! Can't wait for the next Devlog :) Have a great day and stay healthy !
@tomweiland
@tomweiland 3 жыл бұрын
Welcome to the devlogs :P The first few parts of the networking series were definitely too fast-the later videos are a bit better in that regard.
@Chadderbox
@Chadderbox 3 жыл бұрын
It has been a while since one of these, I missed them. I love the improvements that you have made here, looking a lot like sea of thieves.
@tomweiland
@tomweiland 3 жыл бұрын
Yeah, it was definitely time for another devlog :P
@ClonkAndre
@ClonkAndre 3 жыл бұрын
I can't wait for Netcode V2! Keep up the great work Tom!
@tomweiland
@tomweiland 3 жыл бұрын
It'll be much better! Hopefully soon :)
@dannypeet9191
@dannypeet9191 3 жыл бұрын
Great video, Tom!
@tomweiland
@tomweiland 3 жыл бұрын
Glad you liked it :)
@leostr7885
@leostr7885 3 жыл бұрын
Great Devlog! The Game looks awesome! I also always wanted to make a pirate game but never had enough motivation or time.
@tomweiland
@tomweiland 3 жыл бұрын
Thanks, glad you like it :D It's definitely a massive project. I've been working on it for about 2 years now, and I've only gotten this far :P However, a big part of why it has taken so long is that all along I've been doing a ton of experimenting with all sorts of different things (networking, shader, etc.) where I learned a lot but it didn't always result in progress for the project. Hopefully it'll progress faster now that I'm focusing more on making an actual game!
@cohenr99
@cohenr99 3 жыл бұрын
Great work, keep it up!
@tomweiland
@tomweiland 3 жыл бұрын
Thanks :D
@Novaborn
@Novaborn 3 жыл бұрын
Great vid as usual. Commenting to help out with the algorithm!
@tomweiland
@tomweiland 3 жыл бұрын
Thanks, glad you enjoyed it :D
@AlexMog100
@AlexMog100 3 жыл бұрын
Hello, Server-side Gamedev here :) For you're island distance checks, instead of iterating over all your islands, you can use some space hashing algorithm (such as KDTree (best for static objects), Quadtree (best for dynamic 2D collisions check), Octree (best for dynamic 3D collisions check)), these algorithms can also be used to optimize your FOV and avoid having too many network messages when a massive amount of entities are at the same place (especially using the Quadtree technique, that's how World Of Warcraft handles massive amount of players on the same position, you will not see them all, the quadtree will divide to a very small vision point, you'll only see entities 3m far for example) Beside that, thanks for your videos, it's very cool to look at a game dev advancement videos while seeing the author learning in the process :) ! seeya !
@AlexMog100
@AlexMog100 3 жыл бұрын
A very good way to find resources for spatial partitioning algorithms is this wikipedia article: en.wikipedia.org/wiki/Spatial_database#Spatial_index :)
@tomweiland
@tomweiland 3 жыл бұрын
A few others have suggested Quadtrees as well, so it seems like that's something I'll need to look into. Thanks for the advice!
@Looneybat
@Looneybat 3 жыл бұрын
The water improvement is small but very nice, can't wait to see what the future holds for this project!
@tomweiland
@tomweiland 3 жыл бұрын
I agree-small change, but it makes a huge difference!
@OrganicCitrus
@OrganicCitrus 3 жыл бұрын
im super exited for this, would love to play test with you.
@tomweiland
@tomweiland 3 жыл бұрын
It'll probably still be a while until that happens, but if you want to find out as soon as it does, make sure you're a part of the community on Discord :)
@thespud1094
@thespud1094 3 жыл бұрын
All I can say is... damn, that water now looks h o t. Also I am extremely excited to see the playtesting, and if not that, seeing this game gain more and more functionality is really fun!
@tomweiland
@tomweiland 3 жыл бұрын
I know right? It look _so_ much better :P
@xredrblx3058
@xredrblx3058 3 жыл бұрын
The game looks amazing!
@tomweiland
@tomweiland 3 жыл бұрын
Glad you like it :D
@paveldel7625
@paveldel7625 3 жыл бұрын
yeah, but your profile picture looks even better
@southpawdevelopment
@southpawdevelopment 3 жыл бұрын
Hyped for the new net code
@tomweiland
@tomweiland 3 жыл бұрын
Hopefully I'll get it done soon :)
@457Deniz457
@457Deniz457 3 жыл бұрын
NOW THE YEAR CAN BEGIN GOOD BCS WE HAVE A NEW VIDEO from you + ur nice voice ! :D :) I hope this year will be great for us all ! :)
@tomweiland
@tomweiland 3 жыл бұрын
Somebody likes the new mic 😏
@Tantandev
@Tantandev 3 жыл бұрын
The thumbnail is stunning!
@tomweiland
@tomweiland 3 жыл бұрын
Thanks, glad you like it :D
@mantasraph555
@mantasraph555 3 жыл бұрын
I posted this comment on an old vid, but I still think it's worth checking out: May I suggest adding a weight system for the inventory. You can carry an unlimited number of items as long as the sum of their weight doesn't exceed how much you can carry.
@tomweiland
@tomweiland 3 жыл бұрын
Did I not respond to that comment? KZfaq Studio tells me I've responded to all comments... Anyways, with my current implementation where items have varying max stack sizes, it effectively already mimics a weight system, though I think it's substantially more intuitive than associating arbitrary weight numbers with each item type.
@Skeffles
@Skeffles 3 жыл бұрын
I'm surprised you didn't use UDP before but I guess that's a mute point now. Awesome work on those ocean waves. It looks so much better and you can see the seas calming as you approach the island.
@tomweiland
@tomweiland 3 жыл бұрын
I mean I did use UDP, but only for unreliable messages, so I was using TCP as well. Now I can use only UDP :)
@Skeffles
@Skeffles 3 жыл бұрын
@@tomweiland I see. Cool
@Krafter37
@Krafter37 3 жыл бұрын
Really nice devlog! :) For the new multiplayer code, it would be really nice if you could make a tutorial on how to implement it starting from the code of the old tutorial (as many people on your channel begin networking with your tuto ^^)
@tomweiland
@tomweiland 3 жыл бұрын
Glad you liked it! I'm not sure if I'll do that, as once you've swapped out the internals, it would just be a matter of making a lot of small, repetitive changes. That would be pretty tedious to record and I'm not sure that it's worth making you guys watch it... The new code is (imo) quite straightforward to get working, so if I show how to set that up from scratch, it'll cater better towards those that haven't watched the previous series, and for those of you that have, it shouldn't be too difficult to switch over :)
@AphixDev
@AphixDev 3 жыл бұрын
Awesome! 👏
@tomweiland
@tomweiland 3 жыл бұрын
Thanks :D
3 жыл бұрын
Nice progress Tom! The waves around the island look really awesome, and I think it won't be noticeable for the players that the waves are being flattened in a perfect circle, because tbh, who is going to focus on that in a middle of a naval battle?
@tomweiland
@tomweiland 3 жыл бұрын
Well I mean you won't _always_ be in the middle of a naval battle :P But I think you're right-it won't be noticeable, at least not until I add islands that have more irregular/non-circular shapes, which may happen at some point.
@TheCorrupt1on
@TheCorrupt1on 3 жыл бұрын
Please hurry with the new networking tutorial. I loved the first one. It showed me that networking code isn't really as hard as some people say it is. I can't wait to see how you improved it.
@tomweiland
@tomweiland 3 жыл бұрын
I'll do my best, though sometimes I feel like I don't have time to work on it much because I want to maintain at least somewhat regular devlogs :P
@yuvalbechar5429
@yuvalbechar5429 3 жыл бұрын
you are the best. keep going
@tomweiland
@tomweiland 3 жыл бұрын
Thanks :D
@youngtran8986
@youngtran8986 3 жыл бұрын
Love how title is all about network code but top comments is all about good water =)).
@tomweiland
@tomweiland 3 жыл бұрын
I guess the water is just really good 😂
@mindjinx622
@mindjinx622 3 жыл бұрын
Great video! Keep it up
@tomweiland
@tomweiland 3 жыл бұрын
Glad you enjoyed it :D
@mcrotbot
@mcrotbot 3 жыл бұрын
awesome vid!!
@tomweiland
@tomweiland 3 жыл бұрын
Thanks, glad you liked it :D
@yourday1363
@yourday1363 3 жыл бұрын
omg i cant wait till you realise it tom ! , also ive spoken with you in you disord server cos i had some probs with the netwroking tutorials , idk if you remember me tho haha
@tomweiland
@tomweiland 3 жыл бұрын
Depending on how common your problem was, I might remember you if you told me what the issue was :P A lot of people ask for help, and if anything I end up remembering them by what they needed help with, not usually their name 😅
@yourday1363
@yourday1363 3 жыл бұрын
@@tomweiland ahhhh , i had a prob with clients on other networks and machines not connecting even tho i had the proper ipv4 adrress and everything
@yourday1363
@yourday1363 3 жыл бұрын
@@tomweiland m’y name was impasto and had a profile pic of that meme dog
@MrJohnnyImba
@MrJohnnyImba 3 жыл бұрын
Damn! Finally those ugly island waves are fixed! Great video! Keep pushing!
@tomweiland
@tomweiland 3 жыл бұрын
Yeah, I'm still not over how big of a difference this has made 😂
@BWDev
@BWDev 3 жыл бұрын
Looks great Tom! I’m wondering whether you could use a Voronoi diagram to find the nearest island for bouyancy? Might be a solution there that avoids the need for looping 🤔
@tomweiland
@tomweiland 3 жыл бұрын
That's certainly an idea, though I'd need to calculate the diagram in real time wouldn't I? Unless I were to bake some sort of massive texture that I could then sample, I could see that doing the calculation in real time might end up being more expensive than just looping through the islands... Then again I'm by no means an expert on Voronoi noise/diagrams, so maybe I'm just completely blind to the possibilities-if you see a way to take advantage of it in this situation, then by all means, please enlighten me! :P
@BWDev
@BWDev 3 жыл бұрын
@@tomweiland Yeah it would depend on how compressed you can get the island data without sacrificing too much accuracy, as a massive texture could potentially cause issues. I’d calculate the diagram once at runtime, or at most whenever the map changes enough to warrant a recalculation. Then, as you said - sample the diagram whenever the buoyancy calculations need to be made. Not experimented with them too much myself but could be a solution at some point if you find the current way of doing things is too expensive 🤔
@tomweiland
@tomweiland 3 жыл бұрын
Yeah, I'll need to look into that. The other idea I had was to divide the world into a grid-that way I could just check the distance to any islands in the 9 cells surrounding the ship, and then combine that with maybe only checking the distance every few seconds instead of every tick. Thanks for the suggestion 👍
@BWDev
@BWDev 3 жыл бұрын
@@tomweiland yep saw someone suggested a quadtree, that could definitely also work 👍
@frankzander5946
@frankzander5946 3 жыл бұрын
Hi Tom, after analyzing your net code for weeks and learning a ton from it I decided to go with Enet for the real project and keep many parts of your code like the packet class... also due to you using tcp for reliable transmission. I first thought to just replace the tcp side with enet but then figured to go all the way. What I do like about your original code way that I was in complete control of the code. With Enet which is a C library there is much higher speed but less insight and control over the inner working. But it is lightning fast and being used in serious projects. One benchmark reported around 1,000,000 packets/ sec on linux.Another talked about 600,000 packets/sec for a mmo. Lastly I found a tutorial using ECS and Enet with 5000 ccu. Maybe you want to take a look...
@tomweiland
@tomweiland 3 жыл бұрын
I've looked into alternatives a _little_ bit, but I figure I may as well use my own solution, at least until I run into performance problems.
@frankzander5946
@frankzander5946 3 жыл бұрын
@@tomweiland absolutely ...never touch a running system ;-)
@TheCaptainMoo
@TheCaptainMoo 3 жыл бұрын
I've been waiting my entire life for this video.... Happy New Year Everyone. P.S. can I test it?
@tomweiland
@tomweiland 3 жыл бұрын
Your entire life...? 🤔
@TheCaptainMoo
@TheCaptainMoo 3 жыл бұрын
@@tomweiland can I test it... and yes my entire life
@tomweiland
@tomweiland 3 жыл бұрын
Once I get to the point of hosting bigger playtests, probably.
@TheCaptainMoo
@TheCaptainMoo 3 жыл бұрын
@@tomweiland OOOO YES
@JayCode_dev
@JayCode_dev 3 жыл бұрын
Well for thw new year, new netcode! Haha !
@tomweiland
@tomweiland 3 жыл бұрын
Yes, it's very fitting :P
@farhanhakim2189
@farhanhakim2189 3 жыл бұрын
Damn boi, the water is look great!
@tomweiland
@tomweiland 3 жыл бұрын
Thanks, I'm super stoked about the improvement!
@farhanhakim2189
@farhanhakim2189 3 жыл бұрын
@@tomweiland i love the fact that you are answered all comments. Nice! :D
@tomweiland
@tomweiland 3 жыл бұрын
I do my best 😅
@robertkorhonen9417
@robertkorhonen9417 3 жыл бұрын
Hey Tom, I was watching your networking tutorial series and I was wondering if you could touch up on server sided pre built levels/scenes. I'm trying to allow players to connect to the server and create a lobby with a specific scene, and having multiple different lobbies going on at once if needed. I have a vague idea of how to implement this, but I'm a bit puzzles how I would implement the map data on the server side if I don't port the server client into Unity. Hand coding and placing all the objects on the map in a script seems like a painful way to do it once there are several maps with a lot of objects in them.
@tomweiland
@tomweiland 3 жыл бұрын
Is your server still a console app? If so, move it into Unity. Aside from the fact that it makes things a lot easier to work with, not doing so means you'll have 2 different physics engines running on either end, which will make adding things like client prediction & reconciliation an absolute nightmare (if not impossible). I switched my server to Unity almost a year ago now (I think) and I regret nothing, except that I didn't do it sooner :P
@robertkorhonen9417
@robertkorhonen9417 3 жыл бұрын
@@tomweiland Yeah I'm still on console app. The only thing that made me re-consider if I wanted to move it to Unity was how hosting the server on remotely would work. I know from (very little) past experience that server hosts tend to run a terminal and console apps (or at least they are cheaper to rent). Thanks for the response and awesome content!
@clonkex
@clonkex 3 жыл бұрын
I'd recommend making a regular left-click on inventory items only take one from the stack, and then have shift-click take the whole stack. My crewmates are not gonna be overly pleased if take the entire ship's supply of wood with me just to fix one hole.
@tomweiland
@tomweiland 3 жыл бұрын
Maybe I'll make right-clicking take only one item. That way you just press a different button instead of an extra one, and it'll be on par with how other games like Minecraft deal with taking/placing a single item from the stack.
@clonkex
@clonkex 3 жыл бұрын
@@tomweiland True, I forgot that in Minecraft clicking would grab the whole stack onto the cursor instead of straight into the other inventory. Minecraft is always my #1 reference for inventory design because it's so popular that everyone (myself included) will be used to it already :P
@tomweiland
@tomweiland 3 жыл бұрын
Yeah, that was exactly my thought as well-so many people are familiar with Minecraft that making systems operate in similar ways is probably a good idea.
@slashshorts
@slashshorts 3 жыл бұрын
after many month I am watching Tom's video
@tomweiland
@tomweiland 3 жыл бұрын
Why after many months? 🤔
@slashshorts
@slashshorts 3 жыл бұрын
Cause my potato pc 🖥 did not handel my game so that's why I took a little break for game developping and I also had an exam
@Nervniyak
@Nervniyak 3 жыл бұрын
5:20 you can also just sample closest island once in N seconds, instead of M times per second :D It's not like your ship is able to head on between islands at 100km/h
@tomweiland
@tomweiland 3 жыл бұрын
Yeah, that's something I'll definitely consider doing in the future :)
@TitanGamePlay94
@TitanGamePlay94 3 жыл бұрын
Hey. I've followed along your networking tutorial from before and I'm on to about lesson 6. The game in intending to make will have about ten players per match. Could you recommend any interesting reading material on how to have one player set up their own server and lobby that others join to and also, actually hosted servers. Or what would you personally recommend? I know the per player hosted servers will be cheaper but what are your thoughts?
@tomweiland
@tomweiland 3 жыл бұрын
I don't know of any reading materials on this topic, but the theory behind setting something like that up is relatively straightforward. You set up a master server which handles all the connections, and when a player presses "host game" it starts up a game server with a code. Then other players can enter the code, and the master server matches them to the game server. Alternatively, you could have the player's client actually start a server (which would save you from hosting all the servers), but then that player would need to portforward, or you need to look into NAT traversal/punchthrough (which I've heard is unreliable at best).
@mcleverm01
@mcleverm01 2 жыл бұрын
@@tomweiland Hi Tom, I enjoy your dev logs, but I'm curious if you have already touched on the use of a Photon server solution since I did not see any PUN code in this video. We are developing a turn-based MP RPG. It does not rely on speed at this point. Just solid, reliable four-person turns. Any thoughts? Thx and keep up the good work!
@tomweiland
@tomweiland 2 жыл бұрын
Nope, no PUN code here. I've never used Photon, and I don't plan to.
@kendaru6365
@kendaru6365 3 жыл бұрын
Hi man so I love these videos but how did you model the ship
@tomweiland
@tomweiland 3 жыл бұрын
Glad you like them! I made the ship in Blender :)
@kendaru6365
@kendaru6365 3 жыл бұрын
Cool Thanks!
@Seignil
@Seignil 3 жыл бұрын
Nice
@tomweiland
@tomweiland 3 жыл бұрын
👌
@alhussienx72u
@alhussienx72u 3 жыл бұрын
your work is amazing but did you try to change material smoothness, for example, make island and trees with no smoothness and water with smoothness.
@tomweiland
@tomweiland 3 жыл бұрын
That's exactly what I've done-why do you suggest it?
@alhussienx72u
@alhussienx72u 3 жыл бұрын
@@tomweiland but i see on the sand that it reflect light ....
@frankzander5946
@frankzander5946 3 жыл бұрын
Oh, btw I created some UML diagrams when analyzing your code using Enterprise architect. Since you updated the old code they are probably outdated too. But they might be an amendment to your tutorials... if your interested.
@tomweiland
@tomweiland 3 жыл бұрын
You can share them on Discord if you like :)
@psyneur9182
@psyneur9182 3 жыл бұрын
5:30 Is there a reason you find the closest island for each buoyancy testing point? Could you not use the same one for every point on a ship? Also, if islands are far enough apart, it may be reasonable to only check which island is closest every half second or whole second, since in between islands the waves would be max height and the late switching wouldn't affect the physics.
@tomweiland
@tomweiland 3 жыл бұрын
Yeah, caching the closest island for a few seconds and for the entire ship instead of for each individual floater is definitely something I'll do in the future. It's just not something I wanted to deal with at the time, partially because I knew I'd be revisiting this anyways, but also because I think I was just feeling extra lazy that day :P
@Gurren813
@Gurren813 3 жыл бұрын
Looking pretty good from what I can see. Maybe add a system that causes the wave dampening to respond to wind direction in the future as that is how waves are formed for the most part, with currents and underwater objects have smaller influence. So you could have waves crashing into the windward side of the island and calm water on the leeward side. I can see a large resemblance already to sea of thieves, is the game planned out to have different gameplay loops than it or is it going to be quite similar?
@tomweiland
@tomweiland 3 жыл бұрын
Thanks 😅 In regards to wind direction affecting waves, that's something I may explore in the distant future (since right now the priority needs to be gameplay, and I have the water working and looking decently well at this point), but I'm not sure if it would be worth the time and effort to program that, plus it could quickly become very computationally intense. Most players probably wouldn't even notice the added realism of waves crashing into the windward side of islands and not on the other side, so I'm not convinced the tradeoffs would make sense. At the moment the game does look very similar to Sea of Thieves, but I don't plan to keep it that way. The game will be more survival focused, plus I'd like to include some building (and eventually base defense) mechanics. Also, ship types won't be fixed and you'll be able to modify certain aspects to make your boat's stats (speed, maneuverability, etc.) fit your playstyle best. Those are the main differences I have planned for now, but I'm sure I'll think of more ways to differentiate it as the project progresses :)
@Gurren813
@Gurren813 3 жыл бұрын
@@tomweilandSounds great. maybe we'll finally get a survival pirate game that's decent and has long term rewards. Really looking forward to this!
@tomweiland
@tomweiland 3 жыл бұрын
Uh oh, pressure's on 😅
@Cooltrain
@Cooltrain 3 жыл бұрын
Instead of using the middle of the island, could you define a sea level and get the nearest vert above sea level to have the shallows match the island shape?
@tomweiland
@tomweiland 3 жыл бұрын
That would theoretically work for the physics side of things (though it'd probably be quite inefficient), but for the visual side of things it wouldn't work because the wave height is set in a shader, on a per-vertex level. When making calculations in a shader per-vertex, you don't have a concept of where the other vertices in the mesh are, let alone where vertices of another entirely separate mesh are, so there's no way to just sample another mesh's height at a given point. I think the best way to get around that would be to bake some kind of texture with the depth values around the island, but for now I'll stick to just the circle.
@charleswiseman5727
@charleswiseman5727 3 жыл бұрын
Nice videa
@tomweiland
@tomweiland 3 жыл бұрын
Thanks, glad you liked it :D
@wriz6969
@wriz6969 3 жыл бұрын
Bro for what platforms the game is made for i wonder from the part 1 Btw good work keep going
@tomweiland
@tomweiland 3 жыл бұрын
I'm really only targeting PC/Mac for now. Possibly consoles in the future, but that's nowhere near on my radar at this point.
@TheUnityNoob
@TheUnityNoob 3 жыл бұрын
When will you integrate a player model instead of a BEAN? Anyways the waves look *AMAZING!*
@tomweiland
@tomweiland 3 жыл бұрын
I actually already have a player model-there's a cringe-y devlog about how I created that monstrosity :P The reason you don't see it in my videos very often is because the local player is still represented by a capsule, and I do most of my testing with just 1 client connected (since that's usually enough, and managing 2 players simultaneously is hard). That probably won't change until I add a separate model for the arms for the first person view.
@kestutisramulionis2317
@kestutisramulionis2317 3 жыл бұрын
Hello Tom, I've been using your tutorials as a starter for my game, but as I wanted to test how does this work with an outside world, I got stuck. Could you make a video on how to make your game public? I did port forwarding, but it didn't actually help my friends to connect to the game. Not quite sure where is the problem.
@tomweiland
@tomweiland 3 жыл бұрын
Did you change the IP you're connecting to to your public IP? There's any number of things that could be preventing the connection, so if you've already watched part 8, join the Discord server and ask there.
@SaffronPlayz
@SaffronPlayz 3 жыл бұрын
commenting for the algorithm. :)
@tomweiland
@tomweiland 3 жыл бұрын
Thanks, I appreciate it!
@farhanhakim2189
@farhanhakim2189 2 жыл бұрын
Yo Tom, so i've got my reliable packet working 1 question, is the ack packet is reliable? Cuz sometimes i will fail to receive it, then trying to resend the same packet, incrementing the retry integer After the retry is bigger than the Max retry, then i assume the connection is broken and close the socket Can you explain how to do ack correctly?
@tomweiland
@tomweiland 2 жыл бұрын
Acks should be unreliable, though if you have questions about RUDP, it'd be much better to ask those over on Discord.
@g5haco
@g5haco 3 жыл бұрын
are you going to fix how water go in the boat when there are no holes in it?
@tomweiland
@tomweiland 3 жыл бұрын
Yeah I need to take a look at that, because there shouldn't actually be any water there, so something's not quite right :P
@g5haco
@g5haco 3 жыл бұрын
@@tomweiland collider stuff
@alexkfridges
@alexkfridges 3 жыл бұрын
No need for anything fancy regarding the looping over islands things. Just check for the island ONCE for each SHIP, and reuse that island location for all of the floaters. Surely the islands are far enough away (from each other) that in practice, the times where the ships are on the "boundary" such that half the floaters are closer to one island and the other half another, the difference shouldn't be noticeable.
@tomweiland
@tomweiland 3 жыл бұрын
Caching the nearest island is definitely something I'll probably end up doing, but I'd still need to regularly check to make sure the ship hasn't gotten closer to a different island. But you're right, checking every few seconds would still be better than doing so every single tick :P
@changedev.198
@changedev.198 3 жыл бұрын
Test with your Discord members! And a bit of Advice, make the inventory visible like mine-craft Story mode! Not mine-craft, Mine-craft has a box inventory on the bottom of the screen, Story mode has a small *Clean* Inventory! Nice Video!
@tomweiland
@tomweiland 3 жыл бұрын
I definitely will be...eventually :P I just looked at the inventory in story mode, but the only image I found of it looks like regular Minecraft's hotbar except vertical and on the left. That being said, I definitely want to keep UI as minimal and unintrusive as possible, so I might not even end up having a hotbar.
@changedev.198
@changedev.198 3 жыл бұрын
@@tomweiland Exactly but only display the items without the borders!
@angadbasandrai4814
@angadbasandrai4814 3 жыл бұрын
Is your game out for public because it looks real nice Would love to be able to play it
@tomweiland
@tomweiland 3 жыл бұрын
It's not-I'm just getting to the stage where I'm beginning to occasionally test with a few friends. In terms of gameplay, there's still very little.
@filmy3306
@filmy3306 3 жыл бұрын
You know it's good video if there is no dislikes
@tomweiland
@tomweiland 3 жыл бұрын
Unfortunately someone broke the streak since you commented this :P
@thedude4039
@thedude4039 3 жыл бұрын
How do you blur the camera like when you're viewing inventory in your game?
@tomweiland
@tomweiland 3 жыл бұрын
It's not the camera itself-it's a UI panel with a shader on it that blurs the whole thing. I linked to the shader I'm using (I didn't write it) in one of my devlogs, although I unfortunately can't remember which one 😅
@thedude4039
@thedude4039 3 жыл бұрын
@@tomweiland Okay thanks. (Plot twist: he did remember but he wanted more views!!!). Jk
@Nervniyak
@Nervniyak 3 жыл бұрын
BTW, Tom, I'm not sure about the reason of an issue, but when I tested my game with a friend using VLAN/VPN to be able to connect to each other, it works nice for some time, but then it completely disconnects and we are not being able to ping each other through VPN for a while. So I was wondering, maybe it is spam protection activated, what is the good way to mitigate this, like it definitely depends on netcode of the game too (maybe just a broken VPN), just a piece of thought. The only kind of possible problem here that comes to my mind is UDP flood. Some services or hardware may have restrictions on amount of packets per interval of time.
@tomweiland
@tomweiland 3 жыл бұрын
That's an interesting problem-you're definitely the first that I know of to run into something like this. Does it happen even if you don't use the VPN? If you want help investigating this I'd suggest joining the Discord server, although this sounds like something that could potentially be out of our control...
@Nervniyak
@Nervniyak 3 жыл бұрын
@@tomweiland I cannot use it without VPN through internet, there's no way to establish connection because of ISP NATs. And if I test on my LAN it will probably work fine, I bet Windows' and my router's packet rules are softer than on routers' of internet backbone. It can definitely be out of my control and possibly won't happen with real hosting service. It happened to me before with some other major games on several VLAN services, so it might be common issue. I understand that there is 0 chance of you providing a solution for this, just want to mention that such problems do exist and should be kept in mind
@chris.davidoff
@chris.davidoff 3 жыл бұрын
Out of curiosity, why not use a transport layer like Ignorance, or a larger system, like Mirror? I think it's a constant battle between wanting to create your own systems vs getting to make a game, as we can't make everything without unlimited time (though I wish we had that)
@tomweiland
@tomweiland 3 жыл бұрын
I've used Mirror, and I can honestly say I really dislike how much it does for you. It almost feels like everything is too abstracted, and I prefer having finer control over what goes on under the hood. On top of that, writing my own solution was/is a nice challenge-I've reached the point where implementing most gameplay features isn't really a challenge anymore (the hardest part is sitting down and actually doing it lol), and switching to something that requires me to really think once in a while is nice and refreshing :P
@chris.davidoff
@chris.davidoff 3 жыл бұрын
@@tomweiland that's fair, I have that challenge with it too! I tried using Forge Networking Alloy for that reason, but then concluded that I didn't have a good enough idea of what I should implement for a good networking yet.. so I'm using mirror for now (+ it has a great community at least)
@tomweiland
@tomweiland 3 жыл бұрын
Yeah I think Mirror's community might be its biggest advantage.
@sixergy2243
@sixergy2243 3 жыл бұрын
5:13 You can use a quadtree to check nearby islands.
@tomweiland
@tomweiland 3 жыл бұрын
Hmm I'll have to look into that, thanks for the suggestion!
@watercat1248
@watercat1248 3 жыл бұрын
I believe tomorrow is the time to try your network system but i have i few qustions before i tried 1. Your network system is host based or sever based ? 2. Because in multiplayer games need to mack i few code to running on the server and i few on the forum each player system ... Is pasble to that with your multiplayer system ? 3. in Your system need to by in the same ip i the order to connect or is pasble too conect with different ip as well ? 4. What happens if saman used different versions of the game and tried to connect newer version from the game ?
@tomweiland
@tomweiland 3 жыл бұрын
1. My solution is server based, but you could modify it to work as peer-to-peer as well by simply putting the server code into the client project and giving players the option to start the server locally. 2. If you're asking whether or not you can run different code on the server than on the client, then yes, that's very easy. 3. If by "different IP" you mean "on a different network", then yes, that works too. Part 8 has more info on that. 4. You could set up some kind of version check when clients connect-have them send over their version and then if it doesn't match the server's version, disconnect them or something.
@watercat1248
@watercat1248 3 жыл бұрын
@@tomweiland ok now the only answer im not completely sure is the number one 1. You said you system is server based i don't have eny problem if on server or not but the area one mager question mager question 1. The reason i want samthin like host based is because i want the player to have control options like this, max kill /score if id other game mode, timer and haw Mach seconds, game mode,max players,.... The choices ls very implement and i believe is esyery to implement i host base network system because the i want the player to decide this options ... And the climents select from what off this server want to connect Besicly my game disasing from host based at the start i will by great to have the option too conect on the indernet but is very important to have all this option in the final release
@thegaminggamerguy9090
@thegaminggamerguy9090 3 жыл бұрын
how do you make the island shapes I don't know how to make custom shapes in unity
@tomweiland
@tomweiland 3 жыл бұрын
They're procedurally generated by taking a mesh and then moving the vertices on the y axis based on a Perlin Noise function.
@axmoylotl
@axmoylotl 3 жыл бұрын
i dont care how good your game is if it comes out with good networking then it's already better than most online games
@tomweiland
@tomweiland 3 жыл бұрын
😅
@bookreport3724
@bookreport3724 3 жыл бұрын
Pretty nice job, just make sure you add something unique so its not just a sea of thieves clone (which im sure you know already)
@tomweiland
@tomweiland 3 жыл бұрын
Oh yeah-I definitely don't want to build a Sea of Thieves clone :P
@zehsofficial
@zehsofficial 3 жыл бұрын
You should try and fix the problem with the waves colliding inside the bottom of the boat
@tomweiland
@tomweiland 3 жыл бұрын
I technically already have-the main water doesn't render inside the boat. What you see in the boat is the water plane I use to indicate how much water has leaked into your ship, but I haven't set it up so that it doesn't render when your ship is empty :P
@jurassiklizard9639
@jurassiklizard9639 3 жыл бұрын
Algorithm go brrrrrrrrrrrrrrr
@tomweiland
@tomweiland 3 жыл бұрын
Vroom vroom!
@cacnus
@cacnus 3 жыл бұрын
How does the network thingy work? (definitely not for the algorithm)
@tomweiland
@tomweiland 3 жыл бұрын
Is this actually a question that I should spend time answering or is it _purely_ an algorithm comment (since it could be both :P)?
@cacnus
@cacnus 3 жыл бұрын
@@tomweiland just a purely algorithm comment :)
@tomweiland
@tomweiland 3 жыл бұрын
Thanks, I appreciate it 👌
@matim4278
@matim4278 2 жыл бұрын
Hi, I have a question, is there a way to do voice chat using your new multiplayer system with a dll file? And if there is a way, how do you do it, maybe you would record an episode? I think a lot of people are interested in something like that!
@tomweiland
@tomweiland 2 жыл бұрын
Since voice chat also consists of sending data back and forth, it's definitely possible, however it's not something I've really looked into, so at this point I can't give any tips or make a tutorial. I've heard from some other people that have tried it that it's quite the ordeal, so it may be more time-efficient to use some kind of pre-built voice chat solution (although I haven't looked into that either, so I'm not sure what's out there).
@matim4278
@matim4278 2 жыл бұрын
@@tomweiland ok, thanks for answer
@AndreaLPM1
@AndreaLPM1 3 жыл бұрын
Tom have you seen PlayFab?
@tomweiland
@tomweiland 3 жыл бұрын
I've heard of it, but I haven't really looked into it all.
@watercat1248
@watercat1248 3 жыл бұрын
Can i ask you questions what network system you are using to create network system ? Because i trying to create i multiple fps game with host based but from what i understand the unet not have to update from a long time ago from now i tried to make all the systems to work i everything going very well but so fur all the systems i have created is not networking but because my project going very well i need to find same solution to connecting with different computer i don't ask for tourials at this time ask what system you are using unet photom or samthin different? I ask that question in the order to check from exmple wean i create the base from my fps project
@tomweiland
@tomweiland 3 жыл бұрын
You're right-UNet is deprecated (and in my opinion it was never very good). I've tried Mirror myself, but I honestly really dislike the lack of control you have with it, and it feels bulky. I haven't personally used Photon. Up until this devlog, I was using my own networking solution, which I also made tutorials about: kzfaq.info/get/bejne/q85oi8R0lb-ZfXU.html In this one I switched to a much-improved version of this solution (I rewrote it from scratch and basically completely changed the internals) which I'll be making tutorials about in the coming months, after I clean things up and do a whole bunch of testing.
@watercat1248
@watercat1248 3 жыл бұрын
@@tomweiland ok if you know haw to make your own network system you by able to help my wean i tried to make my network system? I don't know mach about network systems but i know what i want to achieve
@tomweiland
@tomweiland 3 жыл бұрын
If you don't know anything about networking, I strongly recommend _not_ building your own solution, unless you want to do that _strictly_ for the learning experience. If you're not doing it to learn, it's just a waste of time-in addition to mine, there's any number of other solutions you can try out, and one of them is bound to fit your needs.
@watercat1248
@watercat1248 3 жыл бұрын
​@@tomweiland ok will give trying to use your network system but i believe that i will need a small modification because my fps project have split screen up 4 players for one computer this an example kzfaq.info/get/bejne/m55xatuV0rTPhY0.html split screen that system is not complex but i believe i will need i small modification because of this for now and if you have the questions that split screen system is very important for this game in my opinion for many reasons 1. with that split screen is easier to testing my game with oute need to open sepert window 2. even if not many player that use this system that system is perfect for peoples want to play with the friends or even with the family especially with how i have created to connect and disconnect the player 3. because i have plan to use this system split screen system with networking at the same time i will by grate because that mean i will have the option to with 8 players with using 2 computers i know that sounds crazy but is what im try to do i have see only 2 game to do that the jazz jackrabbit 2 and the serous sam 1 event if not many game use that system i know is passable and this system is amazing in my opinion
@luke9947
@luke9947 3 жыл бұрын
I’m trying to develope a similar game, i have two questions: 1- is your player a rigidbody? 2-when on the ship is the player a children of the ship? If not how do you manage to stay attached to it?
@tomweiland
@tomweiland 3 жыл бұрын
1. Yep. 2. No, friction keeps the player on the ship.
@path1024
@path1024 Жыл бұрын
I'm using Riptide. Does what I need. Not sure why I would change to Netcode. Just wish I could put dictionaries of objects into json with Unity. The old version of my game used javascript, so I got used to sending dictionaries of mixed value types to the client.
@tomweiland
@tomweiland Жыл бұрын
There's no reason you couldn't store a dictionary in json though...
@path1024
@path1024 Жыл бұрын
​@@tomweiland JSON just gives me a blank {} if I pass it a dictionary. I've read Unity's Json can't handle dictionaries or objects. People use two lists to send a dictionary, but that wouldn't work for a dictionary of untyped objects.
@flatmilk3068
@flatmilk3068 3 жыл бұрын
Algorithm comment
@tomweiland
@tomweiland 3 жыл бұрын
I appreciate it, thanks :P
@benrex7775
@benrex7775 3 жыл бұрын
Algorithm reply
@tomweiland
@tomweiland 3 жыл бұрын
@@benrex7775 👌
@alexeyrival
@alexeyrival 3 жыл бұрын
Tea of Seas :DD
@tomweiland
@tomweiland 3 жыл бұрын
Seas of Tea 🤔
@alexeyrival
@alexeyrival 3 жыл бұрын
@@tomweiland Teas of this
@Ferenc-Racz
@Ferenc-Racz Жыл бұрын
5:33 I think you search the quad tree / level of details in real, which is not too hard to implement.
@tomweiland
@tomweiland Жыл бұрын
I'm not worried about it for now :P
@fla576
@fla576 3 жыл бұрын
i got him from the early 200's to early 300's lets go for the algorithm (totally didn't waste half an hour)
@tomweiland
@tomweiland 3 жыл бұрын
I appreciate it, but at this point I just want to see that there's "no comments" left for me to respond to again 😂 Hopefully it actually has an effect when all of them are from the same person...
@zays7146
@zays7146 3 жыл бұрын
Commenting for the algorithm
@tomweiland
@tomweiland 3 жыл бұрын
Thank you :D
@zays7146
@zays7146 3 жыл бұрын
@@tomweiland :D
@collierapgar2590
@collierapgar2590 3 жыл бұрын
Have you looked into 'Mirror' as a Networking solution?
@tomweiland
@tomweiland 3 жыл бұрын
I've used Mirror a bit in the past-personally I'm not a fan. I really dislike how much it does for you...it makes me feel like I have no control of what's actually going on, and it feels way bulkier :/
@collierapgar2590
@collierapgar2590 3 жыл бұрын
@@tomweiland I see, have you done any performance comparison between your solution and Mirror?
@tomweiland
@tomweiland 3 жыл бұрын
I have not, though typically by abstracting things (especially to the extent that Mirror has) you pay a price in terms of performance, so I wouldn't be surprised if Mirror was at least a little slower.
@flatmilk3068
@flatmilk3068 3 жыл бұрын
Pog
@tomweiland
@tomweiland 3 жыл бұрын
😅
@SaffronPlayz
@SaffronPlayz 3 жыл бұрын
add ladders to the side of your boat
@tomweiland
@tomweiland 3 жыл бұрын
I definitely will-just haven't bothered so far :P
@varunrajkumar2764
@varunrajkumar2764 3 жыл бұрын
algorithm comment
@tomweiland
@tomweiland 3 жыл бұрын
Thank you, I appreciate it!
@--Arthur
@--Arthur 3 жыл бұрын
NetoCode, as with DOTS NetCode?
@tomweiland
@tomweiland 3 жыл бұрын
No, netcode is just a general term used to refer to code related to networking. I'm not using Unity's netcode.
@tarongaming9507
@tarongaming9507 3 жыл бұрын
The island looks kind of square to be honest. I would make the models more clean.
@tomweiland
@tomweiland 3 жыл бұрын
That's strange...the island is procedurally generated, and I used a perfectly circular mask to "trim" the corners off, so if anything it should like like a circle :P
@supercyclone8342
@supercyclone8342 3 жыл бұрын
Here's some KZfaq algorithm juice!
@tomweiland
@tomweiland 3 жыл бұрын
Thank you, I appreciate it :D
@tsukuyomi3902
@tsukuyomi3902 3 жыл бұрын
I have a doubt. How safe is your networking solution , both the new and the old one. In the old one , the ip adresses of players were visible. I am afraid that a hacker(who is a player connected to the server) might get acess to the ip adresses in the server. Can this happen? I do not know if you will see this, but if you do , please reply :D
@tomweiland
@tomweiland 3 жыл бұрын
Only the server sees players' IP addresses, and that's just the nature of how connections work-you can see where connections are coming from. A hacker would need to gain access to the server first, and although I'm not an expert on hacking, I'm pretty sure that if someone pulls that off, you've got bigger concerns than them seeing a few players' IPs.
@tsukuyomi3902
@tsukuyomi3902 3 жыл бұрын
@@tomweiland What do you exactly mean by bigger problems? and any idea on how to protect your server. Thanks for the reply btw :)
@tomweiland
@tomweiland 3 жыл бұрын
Again, I don't know too much about hacking-I'm not even sure if it's possible to gain access to the server without someone having physical access to the machine. If it is, then that's nothing specific to my networking tutorials, but rather a problem that any sort of program you ever write would face. What I meant by "bigger problems" is that if someone _did_ gain access to the server machine, they probably wouldn't be after random players' IPs.
@tsukuyomi3902
@tsukuyomi3902 3 жыл бұрын
@@tomweiland Thank you Tom for replying , I will come over to your discord server and ask someone who might know the answer to my question.
@path1024
@path1024 Жыл бұрын
You should call it either Pirate's Cove or Treasure Island. Or maybe Pirates of the Caribbean. On a completely unrelated note: I'm a lawyer if you ever happen to need one. (even stupid comments are good for the algo)
@tomweiland
@tomweiland Жыл бұрын
A _very_ unrelated note 😂
@farhanhakim2189
@farhanhakim2189 2 жыл бұрын
Why are you deleting TCP and make RUDP? I think Reliable data is pretty much same with TCP, sending back if there are no acks
@tomweiland
@tomweiland 2 жыл бұрын
_"I think Reliable data is pretty much same with TCP"_ It's not. If a TCP packet gets lost or arrives out of order it will delay any subsequent packets, wait until the missing packet(s) come in, and only _then_ handle the packets that had already made it to the receiving end. That's absolutely fine for many, _many_ use cases, but it's really not ideal for fast-paced multiplayer games.
@farhanhakim2189
@farhanhakim2189 2 жыл бұрын
@@tomweiland oh ye, so i need to make an ack packet And also, do i need to make the ack packet reliable too?
@hamstergod402
@hamstergod402 3 жыл бұрын
Rare games would like to know your location so that they can rebrand your game to sea of thieves 2
@tomweiland
@tomweiland 3 жыл бұрын
_Oh no..._
@cupotea637
@cupotea637 3 жыл бұрын
Wow it reminds me of sea of thieves!
@tomweiland
@tomweiland 3 жыл бұрын
Yeah, it looks pretty similar at the moment, though the plan is definitely not to build a Sea of Thieves clone :P
@cupotea637
@cupotea637 3 жыл бұрын
@@tomweiland ok, I expect great things!
@cubestix3118
@cubestix3118 3 жыл бұрын
Can this be available in mobile?
@tomweiland
@tomweiland 3 жыл бұрын
Probably not. I don't want to be restricted by the performance limitations of mobile, so I'm not building this with any intention of releasing on mobile. If by the time I'm done it runs well on mobile anyways, I might consider it, although I find that scenario quite unlikely...
@fla576
@fla576 3 жыл бұрын
help with the algorithm
@tomweiland
@tomweiland 3 жыл бұрын
Responding for the algorithm :P
@fla576
@fla576 3 жыл бұрын
Yess i am spamming his comments for the algorithm
@tomweiland
@tomweiland 3 жыл бұрын
Replying for the algorithm :P And to clean up my comments inbox 😂
@fla576
@fla576 3 жыл бұрын
@@tomweiland bro i spammed ur comments im sorry hope it helps the algorith tho
@tomweiland
@tomweiland 3 жыл бұрын
No need to apologize-appreciate it :P Just hoping that it actually has an effect when so many comments come from the same person...
@emcomputer
@emcomputer 3 жыл бұрын
*the two who disliked are the ppl who are jealous cuz they cant code*
@tomweiland
@tomweiland 3 жыл бұрын
Shhh...wouldn't want to call them out like that 😂
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