--- UF2D Netcode Project ---
Hello everybody! As you probably know I told that the next stage of UF2D will be about.. Stages. However after a long week of work I had another week off so I wanted to focus on something special. Netcode

This is a separate project so we won't see this functional for a while. However I do want to actively work on it and share it soon enough so everyone can see the progress on it!

We got 3 Netcodes implemented. The video linked shows only Rollback one but let me briefly tell you about what all of them are!

Detailed explanation is both in our Discord and in this tweet;

-Delayed Netcode -
This is the one that almost every game has and almost everyone hates. However it starts with making sure it works.  When P1 wants to do a Taunt, it has to wait until P2 gets the data.

- Rollback Netcode -
This is the one that took ages to implement and still rough on the edges. However the proof of concept is there. In this version there is zero Input Delay.
As the video above shows, when P1 Taunts, he does so on his screen immediately.  However since P2 will get the data in 13 frames, same amount of Rollback happens on the "P2 on P1's screen" so it catches up.

- Mixed Netcode-
This is the one that almost everyone's going to use once ready as it combines both Delayed and Rollback. Since the rollback amount is smaller, there is less of an animation jump.
That's it for now! I will now work on a release version and gotta figure out how to do movement stuff etc as well.  Please note that this gonna take its sweet time as almost everything I am doing is different. Multiplayer is a literal beast by itself.
Thanks for your time and reading!