Post news Report RSS Hatchet Monthly Update October 2019

A little more delays from IRL nonsense. Here's what happened of note: -Divided Hatchet asset packages up into individual chunks. Creeping up to 50MB or so over time, this has become more necessary to separate assets from functioning code. -Massively overhauled the compiler used, on the same note. It's now faster and easier to use, saving yet more time during recompilation of assets, both for ease of use, and efficiency long term. -Reworked the multiplayer math ran to adjust for truncation in MP.

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A little more delays from IRL nonsense. Here's what happened of note:
-Divided Hatchet asset packages up into individual chunks. Creeping up to 50MB or so over time, this has become more necessary to separate assets from functioning code, saving time during recompilation, while also saving file size on version updates.
-Massively overhauled the compiler used, on the same note. It's now faster and easier to use, saving yet more time during recompilation of assets, both for ease of use, and efficiency long term.
-Reworked the multiplayer math ran to adjust for truncation in MP.
*The first draft had projectiles truncated to grid-like offsets in outputs in accuracy.
*The second draft fixed client vs server truncation, but immediately followed up with issues relating to the size and ratios of projectile bounding boxes.
*The final draft allows for a more accurate bounding box for projectile hit locations, is accurate out to 2 more decimal places, and seems to produce more consistent client vs server calculations overall. Further tests will be ran in case any weapons have exceptions within their accuracy and bounding box parameters.

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