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quark 0.2.0

Everything that changed in this version, and why.

The full notes for this version are its short notes: that was all that was written then.

New weapons

  • Sniper (4): 95 damage, hold right mouse to scope in (24 degree zoom, perfectly accurate when scoped, inaccurate from the hip). Mouse sensitivity is scaled while scoped so aiming feels the same.
  • Laser (5): continuous beam, 5 damage every 0.05 s (100 damage per second), 32 m range. Other players see your beam.
  • Rocket (2): faster rockets (32 m/s), 95 damage direct, splash damage and rocket jumping.
  • Weapon slots shown on the HUD. Rifle (1) and knife (3) remain as placeholders.

Performance and latency

  • Netcode: snapshots are now sent every tick (60 per second instead of 30) and other players are shown 50 ms behind instead of 100 ms, halving the visual delay.
  • Netcode: the server now runs your input the moment it arrives instead of waiting for its next tick (removes up to 16 ms of input delay). Rate-limited so clients can't move faster than real time.
  • Netcode: the shared part of each snapshot is encoded once per tick instead of once per player.
  • Engine: maps are now indexed in a spatial grid, so collision, hit detection and line-of-sight checks only test nearby blocks (identical results, about 2x faster on arena, more on bigger maps). Lighting bakes faster too.
  • Renderer: shader parameter lookups are cached instead of being looked up by name every frame; no per-frame memory allocation for player interpolation.
  • Weapon refire timing stays exact while holding fire.