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How to have flexible weapon firerate in multiplayer fps game when using client side prediction
Assuming “rpm” is “rounds per minute,” then you need to take this into account in your simulation loop and asset creation.
For the sound of automatic fire, you should not re-trigger a shot effect for each r…
@GeneralJist That seemed to be the case when I asked their support. The person responding said they weren't massively familiar with the GCUR but pointed out that even if I have the right to make the game doesn't necessarily mean I had the right to distribute it through third-parties… which of cours…
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