Day 2 of our week long game jam was a success!

As you can see from the screenshot above, clients spawn in a scene, each able to control their own car (with physics). The multiplayer synchronization took longer than expected to get working. I’m curious how well it will scale and how it handles lag. My gut says that the current logic of syncing position & rotation will need to be replaced with player in put sync and interpolation to deal with packet loss. But that’s a problem for after there’s a prototype…

Two of the team members haven’t used Godot before, so there’s been a learning curve. After two days of using it, however, there’s some velocity (pun intended) starting to form.

Today, we’re going to build out a proper level and dialing in the feel of the cars.

🏎️🚙🚓