My contributions
GAMEPLAYImplemented Steam lobbies and server-authoritative weapons, improving the multiplayer experience under high latency.
- Integrated Steam Online Subsystem for lobby creation, joining, and match-start flow.
- Synchronized firing, weapon state, and character interactions through RPCs and property replication, with server-side trajectory, collision, and damage validation.
- Tuned network smoothing and interpolation to reduce position snapping and visual pulling under high latency.
- Implemented a jelly effect with impact-normal-based non-uniform mesh scaling. SmoothStep interpolation drives squash and shape recovery, followed by restored rigid-body physics and progressively damped bounce impulses along the surface normal. Squash, stretch, deformation duration, and bounce settings are exposed in the editor.
Networking approach
NETWORKINGMultiplayer shooting connects three concerns: bringing players into the same match, keeping combat outcomes consistent, and presenting movement under network latency. My work covered each part of that flow.
Steam lobbies: from creation to match start
Integrated Steam Online Subsystem to connect lobby creation, joining, and match start into a playable multiplayer flow. The two-window recording below demonstrates players entering the same match.
Watch the lobby flow →Server authority: consistent combat decisions
Built a server-authoritative weapon system, using RPCs and property replication to synchronize firing, weapon state, and character interactions. Server-side trajectory, collision, and damage validation provide a shared basis for combat decisions.
Network presentation: reducing visual pulling
Tuned the engine’s network smoothing and interpolation parameters to reduce position snapping and visual pulling under high latency. This work improved the visual continuity of movement while combat results remained subject to server validation.
Responsibility overview
- Session entry: Steam Online Subsystem integration supports lobby creation, joining, and match start.
- Combat synchronization: RPCs and property replication connect firing, weapon state, and character interactions; the server validates trajectories, collisions, and damage.
- Movement presentation: engine smoothing and interpolation reduce visual discontinuities caused by network updates.
Multiplayer lobby
01 / DEMOSWeapons & status effects
02 / DEMOSProcedural conveyors
03 / DEMOSSpawning & respawning
04 / DEMOSJelly physics tests
05 / DEMOS