Castagne Engine

The Open Source Fighting Game Framework

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Little update: the game link feature of the editor, which connects to a separate game process, is now much more robust. I’ve done that by fixing two things:

  • Skill issue on my part, where I forgot that streams are not cut automatically. This led to “packet drop” by virtue of the algorithm thinking it was getting weird packets.
  • Speed mismatch between the game process and the editor. Funnily enough, this was an issue on the local side, as I’ve added the local test option without thinking and it was ticking at a much faster rate.

So now, it’s working as expected, at a stable framerate. As always, you can always run it directly. Very nice.

My eyes have been blessed with high framerate, which is nice, but for now I’ll keep the engine at 60 ticks per second. I might add high FPS later, but raising the physics rate itself will destroy online quality, as making it twice as fast requires the computer to be four times faster for the same result, so it would cut a large portion of the player base.

Try the Godot 3 Version now!