Add Signs of Danger to projects using GGRS#104
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gschup merged 1 commit intogschup:mainfrom Mar 26, 2026
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Figured it might be nice to have my game on the list?
I noted
forkedbecause I am still running with some patches on ggrs and expect to diverge further (permanently) in the long run to add in-lib hot join1 and input delay compensation2, so this saves me coming back later to raise a trivial PR to add theforkednote then. But if you don't care about the distinction then feel free to remove it.Footnotes
I have a design in mind where the lib basically gains a "now transfer the game state to remote player X" instruction that it can issue to the game. Then the lib instructs the joining-client to tick as fast as possible to catch up. So will feel like joining a Factorio game... hopefully. Haven't actually worked on it for about 15 months but in theory I think it's doable! :) ↩
basically: input delay of 3 ticks means your controls feel less responsive, which is no good for a platformer like my game. But what if the rendering thread (for each frame) advances past the current tick using the locally-received-but-delayed 3 ticks worth of inputs, renders that, then throws that away? I could skip expensive stuff like falling sand simulation, and get the best of both worlds. Seems promising in theory... ↩