This is pretty amazing! Merry Christmas and happy holidays, r/RocketLeague! :D
This is pretty amazing! Merry Christmas and happy holidays, r/RocketLeague! :D
It's not super obvious what is happening in the gif so I was hoping the name could help clarify that. I much prefer "Wolfdash" :)
Wolfdash sounds like an awesome food delivery service. :D
Fun fact: the guy playing the little red piano is Monte, our Video Producer at Psyonix. He makes all of our trailers and easily has the best hair out of anyone at the studio.
u/Psyonix_Eric u/Psyonix_Art small glitch
Ah yeah I saw, OP posted it to twitter. Thanks for the tag though. <3
We're all Psyonix on the inside
Thanks. :)
Wow that’s awesome! Hope you had a good birthday :)
AI writer here. Great job everyone! https://imgur.com/a/3MZOn
I know I'm late but I can't hold it I have to give you and u/Psyonix_Art and huge congrats and a huge thank you for this feature. Seriously, it's a game changer and I could never go back <3
You're welcome. :)
Thanks for pointing this out. I'll take a look at it.
We love you guys. Seriously, thank you. <3
It is honestly amazing work, the transition is so criminally smooth that most of the time you don't even notice it happening - Intended, Great, Amazing.
Thanks for that feedback. The intention was to have it be as smooth of a transition as possible and to not be jarring, so if that's happening I'm very happy!
Aptly named programmer, what you guys did is beautiful
It does work out pretty fun that way. :) But he's awesome so we're lucky to have him!
Same! I’m amazed at how good of a job Eric did with this. FYI, posts in the hoops map are transparent now, too :D
Read moreCOLLEGIATE ROCKET LEAGUE RETURNS THIS FALL
Following the conclusion of the Collegiate Rocket League - Summer Series, we’re happy to announce we’re heading back to school this fall with the inaugural season of Collegiate Rocket League (CRL). We're partnering once again with the team at Tespa to bring you the Fall 2017 season, which will give college students across North America the opportunity to compete for $50,000 in scholarship prizing and brand-new CRL-branded merch! With fall quickly approaching, we've got everything you need to know for the first CRL season right now!
Fall 2017 Season Format
The CRL Fall Season will feature four unique conferences that represent each region in the eligible territories. Teams from each conference will fight through one of two double elimination qualifiers; the t...
For those that are interested in getting their hands on the conference logos, you're in luck:
OFFICIAL CONFERENCE LOGOS CAN BE DOWNLOADED HERE!
If you make some sweet backgrounds send me one ;)
As a developer with experience in game networking, I'd be interested in hearing a more technical explanation of what /u/Psyonix_Cone meant, because I find it hard to believe they invented their own lossy compression algorithm for this.
I think more likely what he meant was "the data is compressed, but also, packets can be lost"
It is lossy compression. Position vector components (float XYZ) get rounded to the nearest integer. Angular and Linear velocity get scaled and rounded. Rotation gets snapped to certain degree angles.
To correct other things I see in this thread: The compression is not for replays, it's for sending the data over the network. Replays are just a recording of the network data. The compression isn't to save money, it's to save client download bandwidth. We want to get as much information as possible to the client without overloading them. The information isn't sent at a "variable bit rate" in the audio/video encoding sense of the phrase. The server creates network packets 60 times a second, but not ever replicated actor will have a chance to write to every outgoing packet. Then the packets suffer from your usual internet jitter (variable latency from A to B). Then we only write to the replay at 30 FPS (to save disk space).
In OP's link, the replay records a snapshot righ...
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