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General Conversation About Adopting Artillery #18
GreggoryAddison-AHGS
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Hi! I'll have fuller answers for you in a bit! If you just want jolt
bindings, you can actually pretty much just use barrage with its
dependencies and iris! This will get you a nice life cycle management, unit
conversions, some basic movement systems code and similar!
I do think artillery as a whole is quite useful, and actually really fun to
use! It's intended for making deterministic rollback games, but if you're
making a standard state-reconciliation game, you can just switch off
bristlecone with a small set of changes.
Bristlecone transmits ONLY player inputs and is exceptional for 2-8 player
games. While we support a large number of physics objects, the more
important side of why we use jolt is that it's deterministic and reliable,
as well as very fast. Jorrit is also just a great guy to work with.
…On Sat, Jul 25, 2026, 9:13 PM Greggory Addison ***@***.***> wrote:
Hello,
My name is Greggory. I've been working on a fast paced third person sports
title for the past few years. One of those years I've spent integrating my
code base with Mover. More recently I've moved over to Chaos Mover and my
recent play tests have made me aware of it's shortcomings at different
scales. Firstly, it's extremely bandwidth hungry. Second, it requires some
very "hacky" work-arounds to get gameplay working reliably. Lastly, it's
extremely difficult to debug, let alone get any support.
I've been taking a look at this repo and it looks promising. My first
thought was to just use a UE->Jolt binding and integrate that into mover so
that I could have client predicted movement/state synchronization running
on top of a deterministic physics library. The idea sounds simple enough to
manage but at my core I am a gameplay programmer and there might be gaps in
my knowledge to get it fully working.
I have a few questions I want to ask.
My initial assumption is that this project is meant to support some really
big networked game with tons of entities. Does it handle all scales of
networked games? For example my max player count in a session would be 10.
Would adopting this be overkill in your opinion?
When it comes to networked physics, have there been any tests done on
player to player collisions and how that works under high ping? For
example, in my current project using Chaos Mover my players can push one
another around without either client getting net corrections. Is something
like this possible with Barrage?
What would the integration process look like for someone who is looking to
start using Artillery?
The next major public release is 2026-Q3 will include full support for
multiplayer that doesn't ask you to draw the rest of the owl.
Does this mean that multiplayer is not fully supported or does this just
mean there are some wires I need to hook up for my specific needs?
There was also this
fixed data-rate multiplayer primitives, with multiplayer support coming in
.6
Can you elaborate on what this means? I'm assuming that it has something
to do with data but I could be wrong.
Thank you for your time!
—
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For high ping, you might clock artillery at 64hz instead of 128.
…On Sun, Jul 26, 2026, 1:35 AM Jake Kurzer ***@***.***> wrote:
Hi! I'll have fuller answers for you in a bit! If you just want jolt
bindings, you can actually pretty much just use barrage with its
dependencies and iris! This will get you a nice life cycle management, unit
conversions, some basic movement systems code and similar!
I do think artillery as a whole is quite useful, and actually really fun
to use! It's intended for making deterministic rollback games, but if
you're making a standard state-reconciliation game, you can just switch off
bristlecone with a small set of changes.
Bristlecone transmits ONLY player inputs and is exceptional for 2-8 player
games. While we support a large number of physics objects, the more
important side of why we use jolt is that it's deterministic and reliable,
as well as very fast. Jorrit is also just a great guy to work with.
On Sat, Jul 25, 2026, 9:13 PM Greggory Addison ***@***.***>
wrote:
> Hello,
>
> My name is Greggory. I've been working on a fast paced third person
> sports title for the past few years. One of those years I've spent
> integrating my code base with Mover. More recently I've moved over to Chaos
> Mover and my recent play tests have made me aware of it's shortcomings at
> different scales. Firstly, it's extremely bandwidth hungry. Second, it
> requires some very "hacky" work-arounds to get gameplay working reliably.
> Lastly, it's extremely difficult to debug, let alone get any support.
>
> I've been taking a look at this repo and it looks promising. My first
> thought was to just use a UE->Jolt binding and integrate that into mover so
> that I could have client predicted movement/state synchronization running
> on top of a deterministic physics library. The idea sounds simple enough to
> manage but at my core I am a gameplay programmer and there might be gaps in
> my knowledge to get it fully working.
>
> I have a few questions I want to ask.
>
> My initial assumption is that this project is meant to support some
> really big networked game with tons of entities. Does it handle all scales
> of networked games? For example my max player count in a session would be
> 10. Would adopting this be overkill in your opinion?
>
> When it comes to networked physics, have there been any tests done on
> player to player collisions and how that works under high ping? For
> example, in my current project using Chaos Mover my players can push one
> another around without either client getting net corrections. Is something
> like this possible with Barrage?
>
> What would the integration process look like for someone who is looking
> to start using Artillery?
>
> The next major public release is 2026-Q3 will include full support for
> multiplayer that doesn't ask you to draw the rest of the owl.
>
> Does this mean that multiplayer is not fully supported or does this just
> mean there are some wires I need to hook up for my specific needs?
>
> There was also this
>
> fixed data-rate multiplayer primitives, with multiplayer support coming
> in .6
>
> Can you elaborate on what this means? I'm assuming that it has something
> to do with data but I could be wrong.
>
> Thank you for your time!
>
> —
> Reply to this email directly, view it on GitHub
> <#18?email_source=notifications&email_token=AB3D7B4ULEIP52WNCA25QCD5GVLMBA5CNFSNUABBM5UWIORPF5TWS5BNNB2WEL2ENFZWG5LTONUW63RPGEYDIOJXGAYDJJTSMVQXG33OVJZXKYTTMNZGSYTFMSSWK5TFNZ2KYZTPN52GK4S7MNWGSY3L>,
> or unsubscribe
> <https://github.com/notifications/unsubscribe-auth/AB3D7BYXC3OAZUTODP64T4D5GVLMBAVCNFSNUABIKJSXA33TNF2G64TZHM4TIMRYGYYTCNRXHNCGS43DOVZXG2LPNY5TCMBUHE3TAMBUUF3AE>
> .
> Triage notifications, keep track of coding agent tasks and review pull
> requests on the go with GitHub Mobile for iOS
> <https://github.com/notifications/mobile/ios/AB3D7B34IEUR3W6EUCAXFXD5GVLMBA5CNFSNUABBM5UWIORPF5TWS5BNNB2WEL2ENFZWG5LTONUW63RPGEYDIOJXGAYDJJTSMVQXG33OVJZXKYTTMNZGSYTFMSSWK5TFNZ2KUZTPN52GK4S7NFXXG>
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Hello,
My name is Greggory. I've been working on a fast paced third person sports title for the past few years. One of those years I've spent integrating my code base with Mover. More recently I've moved over to Chaos Mover and my recent play tests have made me aware of it's shortcomings at different scales. Firstly, it's extremely bandwidth hungry. Second, it requires some very "hacky" work-arounds to get gameplay working reliably. Lastly, it's extremely difficult to debug, let alone get any support.
I've been taking a look at this repo and it looks promising. My first thought was to just use a UE->Jolt binding and integrate that into mover so that I could have client predicted movement/state synchronization running on top of a deterministic physics library. The idea sounds simple enough to manage but at my core I am a gameplay programmer and there might be gaps in my knowledge to get it fully working.
I have a few questions I want to ask.
My initial assumption is that this project is meant to support some really big networked game with tons of entities. Does it handle all scales of networked games? For example my max player count in a session would be 10. Would adopting this be overkill in your opinion?
When it comes to networked physics, have there been any tests done on player to player collisions and how that works under high ping? For example, in my current project using Chaos Mover my players can push one another around without either client getting net corrections. Is something like this possible with Barrage?
What would the integration process look like for someone who is looking to start using Artillery?
Does this mean that multiplayer is not fully supported or does this just mean there are some wires I need to hook up for my specific needs?
There was also this
Can you elaborate on what this means? I'm assuming that it has something to do with data but I could be wrong.
Thank you for your time!
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