For weapon VFX, everything has to work in multiplayer as well! All weapon VFX are simulated locally on each client - the shot and hit result are synchronized, and each client renders the muzzle flash, tracer, impact VFX, and decals independently. #gamedev #indiedev
Spent the past week or so rewriting and iterating on the weapon vfx / audio / surface / footstep handling. It's finally all coming together, and wanted to share a quick video in the VFX Gym that I use to test this all out. it's not 100% but much better #gamedev #indiedev #screenshotsaturday