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Just fix the physics please.

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almost 4 years ago - /u/OliverAge24Artist - Direct link

Downloaded it and gave it a go, I'm 97% sure that it's just a single-player game faking multiplayer using bots. There's absolutely no latency/ping/rubberbanding AT ALL.

We're working on improving the physics and will hopefully be able to share some insight into specifically what we're working on early next week.

That said, it's literally impossible for an online physics-based game to perform as well as an offline single-player one.

almost 4 years ago - /u/OliverAge24Artist - Direct link

Originally posted by OliverAge24Artist

Downloaded it and gave it a go, I'm 97% sure that it's just a single-player game faking multiplayer using bots. There's absolutely no latency/ping/rubberbanding AT ALL.

We're working on improving the physics and will hopefully be able to share some insight into specifically what we're working on early next week.

That said, it's literally impossible for an online physics-based game to perform as well as an offline single-player one.

lol I'm really curious now - it has a party mode - I kind of wanna get a party together to test the theory lol. It's just how smooth it is when you're playing solo and the fact that they all play the game like bots that made me think it was.

almost 4 years ago - /u/OliverAge24Artist - Direct link

Originally posted by Alexthegreat47

The latency is one thing, but one of the biggest issues I have with the current physics is how ridiculously dense every other player feels. It was already pretty bad before, but 3.5 took it even further to the point where it feels like everyone else is a damn planet, but I’m only a feather. It really does feel unplayable in certain situations.

The Devs are 100% looking into this - they explained to me why they think it's happening:

You've got two beans running towards each other. One of them has a really good connection. The other not so much.

When these beans hit into each other, you'd expect them to stand still and have equal force.

What they think is happening though - the player with worse connection, is sending their position updates to the server slower than the good connection person. Which means, when the good position person checks "can I stand here?" in the place that that less good position thinks they're standing, the server says "sure", the less good connection person then gets told by the server "actually you can't stand there because the good connection person is already in that space" it pushes them back.

That's my understanding of what they think was going on. Hopefully haven't butchered it. They have some solutions to this though, so hopefully we'll see some improvements.