Player movement in a multiplayer game is a bit more complicated than that of a single player one. Rather than just alter positions client-side, we must alter ALL of our players' positions server-side. This prevents against cheats and makes sure no one can get an unfair advantage such as editing their player speed client-side.
Editing player positions server-side requires quite a bit of know-how when taking server latency into consideration. Here i'll teach you how to get a smooth running real-time game using:
00:00 Authoritative server movement
19:42 Client side prediction
33:40 Server reconciliation
52:23 Player interpolation
This lesson's source code: https://github.com/chriscourses/multiplayer-game/commit/9e0bab503a4fb281d40d5da90c418ff181f3c763
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https://www.youtube.com/watch?v=ViJGNlMvWG8
?View more development courses and content at https://chriscourses.com/
Answering questions along the way, feel free to ask me anything!
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https://www.youtube.com/watch?v=S2f-vpv666Y
?View more development courses and content at https://chriscourses.com/
Learn how to utilize webpack and Browsersync to automatically refresh your browser whenever a change is made to one of your files.
This episode shows you how to do this for dynamic sites: sites whose content is generated by a backend language like PHP, Ruby, or Node.js.
Git Repo to Follow Along:
https://github.com/christopher4lis/cc-webpack-browsersync-part-2
Make sure you install dependencies with `npm install` or `yarn` after cloning!
Timeline:
0:40 - Illustrating the problem
1:32 - Setting up our config for a server hand-off
2:14 - Intro to MAMP
3:54 - Setting the proxy property
4:24 - Finishing touches
Beatz:
Immortal Beats - Oh Wee - Creative Commons
For updates on the progress of chriscourses.com and future videos, join the Chris Courses mailing list at http://chriscourses.com.
Support Chris Courses Through Patreon:
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https://www.patreon.com/chriscourses
Chris Courses Social:
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Twitter: https://twitter.com/chriscourses
Facebook: https://www.facebook.com/chriscourses
Instagram: https://www.instagram.com/chriscourses
Christopher Lis Social:
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Twitter: https://twitter.com/christopher4lis
CodePen: http://codepen.io/christopher4lis
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https://www.youtube.com/watch?v=fH_rw_wAdhk
A competitive online shooter should have some sort of leaderboard to help indicate who is doing the best and who is doing the worst. Here I'll show you how to implement a basic, but robust leaderboard that'll rank players based on their overall score.
Source code for this lesson: https://github.com/chriscourses/multiplayer-game/commit/7a9562e5bf13dff2a1f891db87f193b130e5f4bf
00:00 Write and style HTML markup
4:46 Render player IDs dynamically
14:42 Add and render backend score property
20:50 Sort leaderboard
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https://www.youtube.com/watch?v=_sVMiydNhSs
NEW: Canvas Image Manipulation course only at https://chriscourses.com/courses/image-manipulation/introduction
?View more development courses and content at https://chriscourses.com/
?Gear I used to produce this video: https://kit.com/chriscourses/chris-courses-studio-setup
?PART 1 OF HOW TO CODE THIS CANVAS PIECE: https://codepen.io/chriscourses/pen/PzONKR
?CANVAS BOILERPLATE GITHUB REPO: https://github.com/christopher4lis/canvas-boilerplate
?FOLLOW ME:
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Website: http://www.chriscourses.com
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https://www.youtube.com/watch?v=lNz8LOk438U
Become a CSS wizard with my 6+ hour masterclass only at https://chriscourses.com/courses/css/videos/introduction-to-css
Em and Rem units are used to size your text elements relative to one another. By assigning em units to your elements, you can change all of their font sizes at once, simply by changing the font size of the elements' root tag. With rem units, you can change all elements' font size by changing the default font size of your root html tag.
These two units come in very handy if you ever need to scale things up or down as your site grows. When to use each is a little tricky, so let's learn a little more on how to use each with the above video.
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https://www.youtube.com/watch?v=j7zf_iZjQB4
This series will be launched as individual lessons, then, on completion, the series will be launched as one large video for those who prefer chapters over playlists. First lesson out tomorrow (April 20, 2023) and will continue in 1-2 day release increments.
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https://www.youtube.com/watch?v=Wcvqnx14cZA
?View more development courses and content at https://chriscourses.com/
Learn what the CommonsChunkPlugin is and how you can use its cache enabling features to optimize your site.
Git Repo: https://github.com/christopher4lis/cc-CommonsChunkPlugin
Timeline:
0:00 - Summary of the CommonsChunkPlugin
0:45 - Project Overview
4:17 - Implementing the CommonsChunkPlugin into webpack’s config file
7:57 - Testing our new vendor bundle to ensure the plugin is working as expected
9:20 - Outro
Resources:
https://webpack.js.org/plugins/commons-chunk-plugin/
Beatz:
Immortal Beats - Oh Wee - Creative Commons
For updates on the progress of chriscourses.com and future videos, join the Chris Courses mailing list at http://chriscourses.com.
Support Chris Courses Through Patreon:
--------------------------------------
https://www.patreon.com/chriscourses
Chris Courses Social:
---------------------
Twitter: https://twitter.com/chriscourses
Facebook: https://www.facebook.com/chriscourses
Instagram: https://www.instagram.com/chriscourses
Christopher Lis Social:
-----------------------
Twitter: https://twitter.com/christopher4lis
CodePen: http://codepen.io/christopher4lis
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https://www.youtube.com/watch?v=KAALn4Ys8Mg
Learn more from in-depth development tutorials and courses at https://chriscourses.com/
A flow field is a grid of vectors where neighboring values relate to one another. It's used to create generative effects where objects that travel over it look as if they're "flowing" through some sort of stream, or gust in the wind. It creates for some truly beautiful effects, which I why I decided to make this video in the first place.
The creation of the flow field starts with laying out an array of points on a 2D (or 3D) canvas.
From there, a line is drawn from each individual point to help visualize which direction they will push any particle that travels over them. With the lines drawn on the grid, a flow field can be formed by using a two-dimensional Perlin noise function that for each iteration, returns a value that's related to the previous one, varying from 0-1. To access the full degrees of a circular rotation, we multiply this 0-1 Perlin Noise value by 3.14 (PI) * 2.
With the rotation taking effect, a flow field should form, giving us the ability to create art in more than a number of ways.
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https://www.youtube.com/watch?v=na7LuZsW2UM