Our first official multiplayer play-test experimenting with our broth-based mozta dodge ball game mode!
In this build, we focused on syncing player customization and appearances across the network and explored different techniques for syncing our soup launching physics. Initially we tried replicating each balls position on each server frame, but felt that things could potentially bog down performance and get janky if client/host connections became unpredictable. So we opted to just sync each projectiles original postilion, directional vector, and launch force, at the starting launch frame and allow client physics to take over the simulation from there out. This method seems to work quite well for our needs and saves a ton of network bandwidth.
Long story short, this is a fuckin blast to play with a few friends in its early stage!