KinematicSoup Technologies @kinematicsoup.com · 6hI should add "... for now", because I can easily see AI either being used to develop a new engine, or applied to an FOSS engine like Godot to rapidly reach feature parity with Unity or Unreal. The engine can save you a lot of tokens if it already exists. 000
KinematicSoup Technologies @kinematicsoup.com · 7hIt depends. For small prototypes you don't need a full engine, but once you get into the full pipeline where you have teams of artists working together, playtesters, game designers, level artists, existing engines already have a lot of that figured out. Waste of tokens to have AI remake it. 100
KinematicSoup Technologies @kinematicsoup.com · 10hWe also use DOTS for a multiplayer project that syncs 1000s of entities and can run on modest hardware. It's not as easy to use but it does make a difference once the entity counts get very high. 000
KinematicSoup Technologies @kinematicsoup.com · 29/09/2026The repro, Unity's update order, and scripts for the manual cases: kinematicsoup.com/blog/timesteps-smooth-motion-unitykinematicsoup.comTimesteps and Achieving Smooth Motion in Unity | KinematicSoupWhy objects stutter in Unity and how to fix it: the relationship between Update and FixedUpdate, and how interpolation eliminates jitter. 000
KinematicSoup Technologies @kinematicsoup.com · 29/09/2026Interpolation fixes most of it: Rigidbody interpolation for the common case, camera follow in LateUpdate. We wrote this in 2016 and people still find us through it. 101
KinematicSoup Technologies @kinematicsoup.com · 29/09/2026Ever had a Unity object stutter at 200 fps? Update follows the frame rate, FixedUpdate a fixed clock, so some frames get two physics steps and some get none. Is your camera following in the wrong one? #gamedev #unity3d #indiedev 1143
KinematicSoup Technologies @kinematicsoup.com · 28/09/2026What do you like about colyseus? Is your other project also based on it or it is something else? 110
KinematicSoup Technologies @kinematicsoup.com · 28/09/2026What solution did you go with for your multiplayer? A framework, roll-your-own (with or without AI?), or did you build it on photon? 200
KinematicSoup Technologies @kinematicsoup.com · 28/09/2026Looks like fun - any war stories from developing the multiplayer physics aspect? 000
KinematicSoup Technologies @kinematicsoup.com · 28/09/2026What did you use for your multiplayer tech? 110
KinematicSoup Technologies @kinematicsoup.com · 26/09/2026DOTS on unity is a framework, so different from Unity gameobjects. There is porting involved because they are functionally different paradigms. DOTS is a way to use multicore processing on Unity. 010
KinematicSoup Technologies @kinematicsoup.com · 25/09/2026We've been looking for a generic solution to it. We've come close on some of our newer stuff, but ultimately each game needs to handle prediction in it's own way. 100
KinematicSoup Technologies @kinematicsoup.com · 24/09/2026I've always liked this mechanic more than the first-person build mechanic games like minecraft use. It can be challenging to implement and I don't see many games using it. I can only think of castle story. Nice work! 110
KinematicSoup Technologies @kinematicsoup.com · 24/09/2026I didn't see the video it's comparing against but looking at it the normals are smooth and believable. 010
KinematicSoup Technologies @kinematicsoup.com · 24/09/2026We tend to do this on controlled entities. Getting the elastic collisions to feel right was a bit tricky, because replay from server state by default smooths out motion discontinuities. This made the bounces off walls, asteroids, and other players feel mushy, so it had special handling. 100
KinematicSoup Technologies @kinematicsoup.com · 24/09/2026Our kazap.io algorithm, with pseudo code: kinematicsoup.com/blog/multiplayerpredictionkinematicsoup.comClient-side Prediction for Smooth Multiplayer Gameplay | KinematicSoupHow to implement client-side prediction and smoothing for responsive server-authoritative multiplayer games, with the algorithm we used in kazap.io. 000
KinematicSoup Technologies @kinematicsoup.com · 24/09/2026Snapping reads as rubber-banding, so ease into corrections over a few frames. Most divergence comes from timestep differences and floating point that behaves differently across hardware. 100
KinematicSoup Technologies @kinematicsoup.com · 24/09/2026We shipped client-side prediction in kazap.io, and the replay step was most of the work: keep inputs for the round trip, compare with each server update, and when they disagree past a tolerance, replay from the server's state... #gamedev #unity3d #indiedev 2154
KinematicSoup Technologies @kinematicsoup.com · 22/09/2026The numbers behind it, including why we skipped network LOD: kinematicsoup.com/blog/multiplayer-survivors-5000-enemieskinematicsoup.comHow We Synced 5,000 Enemies in a Multiplayer Survivors Game | KinematicSoupA multiplayer survivors-like with 5,000 to 6,000 networked enemies, built in a week on Reactor. The numbers behind syncing that many server-authoritative entities at 50 to 70 KB/s with no network LOD. 000
KinematicSoup Technologies @kinematicsoup.com · 22/09/2026#ScreenshotSaturday: about 5,000 enemies, every one simulated on the server and synced to each player at 50 to 70 KB/s, no network LOD. Built in a week as a stress test for our netcode... #gamedev #unity3d 1225
KinematicSoup Technologies @kinematicsoup.com · 22/09/2026The full numbers, the tick and send rates, and why we skipped network LOD: kinematicsoup.com/blog/multiplayer-survivors-5000-enemieskinematicsoup.comHow We Synced 5,000 Enemies in a Multiplayer Survivors Game | KinematicSoupA multiplayer survivors-like with 5,000 to 6,000 networked enemies, built in a week on Reactor. The numbers behind syncing that many server-authoritative entities at 50 to 70 KB/s with no network LOD. 000
KinematicSoup Technologies @kinematicsoup.com · 22/09/2026What kept it cheap: a transform delta compresses to 7 bits and a full object sync to about 4 bytes. Enemies carry a rotation the game never changes, so it compresses to near zero on its own. Bullets spawn near the avatar, so their positions cluster and pack tight. 100
KinematicSoup Technologies @kinematicsoup.com · 22/09/20265,000 to 6,000 server-simulated enemies in a multiplayer survivors game, 50 to 70 KB/s per player, no network LOD. The surprise in the budget: spawning and destroying objects is about 20% of the traffic. Hundreds of bullets a second, each a spawn... #gamedev #unity3d #indiedev 1174
KinematicSoup Technologies @kinematicsoup.com · 18/09/2026Do you have to do anything special for the terrain performance boost or is it all because of the engine upgrade? 000
KinematicSoup Technologies @kinematicsoup.com · 18/09/2026It's a pretty common approach. At least you feel like you're getting some value for the 30% cut you're giving away. 110
KinematicSoup Technologies @kinematicsoup.com · 18/09/2026It's similar to an approach we use, and then we use the new prediction to generate a future position to interpolate to. It works well when physics is involved. We have a demo of full-world destruction that is multiplayer - ruins.kinematicsoup.com - it uses this techniqueruins.kinematicsoup.comRuins 010
KinematicSoup Technologies @kinematicsoup.com · 18/09/2026Wild (figuratively)! What are you using for the multiplayer side? 100
KinematicSoup Technologies @kinematicsoup.com · 18/09/2026Showing the ball's destination helps a lot, though you could also just have it always stay below the ball if you want people to anticipate its motion. What's the hardest part so far? 010
KinematicSoup Technologies @kinematicsoup.com · 17/09/2026Sounds good! We created a competitor to photon and coherence, so we'll keep an eye open. Maybe we can write a guide on how to adapt it to ours. 110
KinematicSoup Technologies @kinematicsoup.com · 17/09/2026Looks like a fun concept. What prediction approach are you using? Converging with input prediction or rollback? 110
KinematicSoup Technologies @kinematicsoup.com · 17/09/2026The full topology guide, with the mistakes worth avoiding: kinematicsoup.com/blog/multiplayer-network-topologies-how-to-choosekinematicsoup.comMultiplayer Network Topologies: How to Choose | KinematicSoupDedicated server, listen server, peer-to-peer, relay, or a plain web backend: how each multiplayer topology works, which games they fit, and the constraints that make the choice for you. 000
KinematicSoup Technologies @kinematicsoup.com · 17/09/2026Input exchange scales badly past a handful of peers too, so large sessions and persistent worlds push toward dedicated servers. Host advantage is architectural: it cannot be patched out after launch, which matters the moment ranking or money rides on a match. 100
KinematicSoup Technologies @kinematicsoup.com · 17/09/2026The listen-server mistake we see most: sizing the host by download speed. The host uploads the world to every other player, so upstream is the limit, and residential upstream is usually about a tenth of the number on the ISP's ad. What else caps it... #gamedev #unity3d #indiedev 191
KinematicSoup Technologies @kinematicsoup.com · 16/09/2026That is wild. Are you using FTDT techniques? 110
KinematicSoup Technologies @kinematicsoup.com · 16/09/2026Snazzy! What frameworks does it support? 210
KinematicSoup Technologies @kinematicsoup.com · 15/09/2026Dedicated server, listen server, lockstep, rollback, relay, async backend: how each works and which games fit: kinematicsoup.com/blog/multiplayer-network-topologies-how-to-choosekinematicsoup.comMultiplayer Network Topologies: How to Choose | KinematicSoupDedicated server, listen server, peer-to-peer, relay, or a plain web backend: how each multiplayer topology works, which games they fit, and the constraints that make the choice for you. 000
KinematicSoup Technologies @kinematicsoup.com · 15/09/2026Six checks, in order: real-time at all? ships on mobile? can you commit to determinism? does money or ranking ride on outcomes? how many players and how big a world? who pays for servers? Strike topologies as they fail. What survives is your real option space. 100
KinematicSoup Technologies @kinematicsoup.com · 15/09/2026If your multiplayer game ships on mobile, client-hosted topologies are out. A host needs a stable address for the whole session; phones hop between Wi-Fi and cellular, and carrier NAT reassigns addresses without notice. The other five checks... #gamedev #unity3d #indiedev 1123
KinematicSoup Technologies @kinematicsoup.com · 13/09/2026Thanks! We're still figuring doing some game design experiments. The basic formula is there but we don't quite have catharsis yet. Godot is a great engine and it's getting traction. I don't think it will be that long before we see it suddenly get a surge of people. 010
KinematicSoup Technologies @kinematicsoup.com · 11/09/2026Building your own is fine, but like anything complex it come at a cost. Premade ones solve part of the problem. I know of at least 3 devs right now who have done multiplayer work before who are each switching to using agenic AI to build that component which numbers the days for premade solutions. 000
KinematicSoup Technologies @kinematicsoup.com · 11/09/202610-15 years ago we were still getting great-looking and great-playing games. Many of them can get a free facelift using new tech like DLSS 5. Remember when the mid-tiers were going extinct? I think we're on the verge of seeing the AAA's go extinct and the mid-tiers re-emerging as the "new" AAA. 000
KinematicSoup Technologies @kinematicsoup.com · 11/09/2026Yeah I think there is something to at least having the option to see what the best in the world can do. You'd probably learn some tricks just by watching - if you can stay close enough. 010
KinematicSoup Technologies @kinematicsoup.com · 11/09/2026There are quite a few options out there. These days I've been seeing people just use an AI to network their game and skipping the networking frameworks altogether. 000
KinematicSoup Technologies @kinematicsoup.com · 11/09/2026Great art style! How long have you been at it? 000
KinematicSoup Technologies @kinematicsoup.com · 11/09/2026It's something some games put in, but I think some devs just think it's distracting or disheartening when the top leaderboard player manages a time that no one else can hope to match. Mostly I've seen racing games where you can race your own ghost. 110
KinematicSoup Technologies @kinematicsoup.com · 11/09/2026It is wild the first time you get it working. Did you use a framework for it or build you own? 111
KinematicSoup Technologies @kinematicsoup.com · 08/09/2026What gamma and linear mean, and how to set Unity up: kinematicsoup.com/blog/gamma-and-linear-space-what-they-are-how-they-differ 000
KinematicSoup Technologies @kinematicsoup.com · 08/09/2026The short version: textures are stored gamma-encoded for human eyes, but lighting math only works on linear values. Mixing the two silently is where renders go wrong. Unity handles it correctly once the project is configured for it. 100