Unity
Angry Balls Multiplayer with Fixed Point Physics ( Calculable Mechanics v2 )
By Vagho
$155
Rated 0.0/5 from 1 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $155. The latest store price is $155, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $155 | Latest store price |
About Angry Balls Multiplayer with Fixed Point Physics ( Calculable Mechanics v2 )
Package has a 100% deterministic fixed-point C# - open source physics engine ( Calculable Mechanics v2 ) for physics based multiplayer games.
Compatible with Any Network System
Easy to integrate with popular networking solutions such as
PUN2
NetCode
Fusion
Fully supports dedicated server architectures, and of-course can works with my custom
Turn-Based Server-Client Networking System
Flexible, reliable, and ready for any multiplayer setup you choose
Fixed- point physics works the same on all platforms and has no server-client physics synchronization problems, end you don't need to frequently send the positions end rotations of the rigid bodies to players' devices.
Package works with PUN 2
Physics works for primitive colliders like Sphere, Capsule, Cube and Plane, physics also works for Surface Collider based on Bezier curve.
Rigid bodies can use Sphere, Capsule and Cube colliders.
Colliders has physics materials properties like stiffness, bounce and rolling, twisting and sliding frictions
The game in this asset “Angry Balls Multiplayer” just for example, to see how the physics works in multiplayer context.
Compatible with Any Network System
Easy to integrate with popular networking solutions such as
PUN2
NetCode
Fusion
Fully supports dedicated server architectures, and of-course can works with my custom
Turn-Based Server-Client Networking System
Flexible, reliable, and ready for any multiplayer setup you choose
Fixed- point physics works the same on all platforms and has no server-client physics synchronization problems, end you don't need to frequently send the positions end rotations of the rigid bodies to players' devices.
Package works with PUN 2
Physics works for primitive colliders like Sphere, Capsule, Cube and Plane, physics also works for Surface Collider based on Bezier curve.
Rigid bodies can use Sphere, Capsule and Cube colliders.
Colliders has physics materials properties like stiffness, bounce and rolling, twisting and sliding frictions
The game in this asset “Angry Balls Multiplayer” just for example, to see how the physics works in multiplayer context.