Josh Creek caa9f44ab6 feat(multiplayer): Phase 3 task 3.6 - --test-bot client mode + CI driver
networked_match.gd's client can now swap its input sampler for a real
AIShipController (--test-bot, optionally --test-bot-model=<path>,
defaulting to bots/promoted/medium.json) instead of PlayerShipController.
Unlike the human sampler, AIShipController needs real scene context
(get_parent() as Ship, plus ball/teammate/opponent discovery via groups),
so it's parented onto the client's own ship via Ship.set_controller()
rather than left floating - and the field's static type widened from
PlayerShipController to the shared ShipController base to allow either.

Known, documented limitation: this client's ships are all
FREEZE_MODE_KINEMATIC and driven purely by transform writes, so nothing
ever writes linear_velocity/angular_velocity onto them - the bot's
observations always see every ship as stationary. It still produces
well-formed, bounded actions from that degraded input (the policy
network's output layer is bounded regardless of input quality), which is
sufficient for this task's actual job: generating realistic sustained
network traffic for CI, not winning matches.

New CI driver (tests/networked_match_ci.gd/.tscn): a headless server plus
two headless --test-bot clients playing a real match. task 3.6's original
acceptance text also named "p95/p99 prediction error" and "snap count" -
both Phase 4 concepts that don't exist until client-side prediction and
its hard-snap threshold are built, so asserting on them now would be
fabricated. What's checked instead: snapshot throughput (500+ received
over an 8s run, comfortably above a 60Hz-scaled floor), and genuine
cross-peer score agreement - forced via a deterministic server-side goal
(bot-vs-bot scoring isn't reliable enough within a short run to gate on),
with each client independently writing its own final score to a peer-id-
keyed file for the host to compare against the other bot's, not just
trusting the server's own view. "Clean stderr" is left as the external
invocation's job, same as every other smoke test in this project.

Verified with real 3-process runs (host + two bots): both clients
independently confirmed identical scores after a forced goal, both saw
500+ snapshots, and all three processes exited 0 with clean stderr on a
representative run (one run separately hit the same known, already-
documented single-benign-error disconnect-timing race task 3.4's own
abuse tests hit - not a new issue). Full regression suite, including the
net-sim-latency milestone gate and the abuse-detection tests, re-run
clean.
2026-08-20 13:40:48 +01:00
2024-02-21 12:33:08 +00:00
2024-02-23 18:13:33 +00:00
2024-02-21 12:49:29 +00:00

Cosmic Clash

In "Cosmic Clash," the heart-pounding action takes place in variable gravity environments where vehicles hover just above the ground. In this thrilling spiritual successor to Rocket League, players engage in high-speed, gravity-defying matches set in the far reaches of space. Each pitch is situated in a unique environment or planet, offering breathtaking vistas and challenging terrain. But instead of cars, competitors pilot rocket-powered ships, each equipped with its own set of customisable features and special abilities.

Ships hover just above the ground, defying the laws of physics and adding an extra layer of intensity to the gameplay. With no friction to hold them back, players must master the art of control as they glide effortlessly across the pitch, executing precise manoeuvres and lightning-fast aerial tricks. With precise control and lightning-fast reflexes, players boost, drift, slam and even turn upside down on their way to victory, scoring epic goals against their opponents.

Whether you're soaring through asteroid fields, navigating treacherous alien landscapes, or battling in the depths of cosmic storms, "Cosmic Clash" delivers non-stop action and adrenaline-pumping excitement that's out of this world! Get ready to take your skills to the stars and dominate the galaxy in the ultimate celestial showdown!

Reason for being

Since Epic Games bought Psyonix, Rocket League has never been the same, and rather than releasing an Unreal Engine 5 version of the game, or giving any meaningful updates, instead item trading was removed and 'Rocket Racing' was added to Fortnite. With no one else stepping up to the plate, it falls to the Open Source Community to come up with a spiritual successor, to keep the spirit of the game alive.

Legality

The concept of 'vehicle soccer' cannot be copyrighted, but the original expression of ideas such as the specific code, art, music and narrative of a game can be. So long as all code, assets game design and other elements are made from scratch, this project will remain legal. The use of an alternative game engine, Godot, serves to ensure that this is achieved, as does the move to using space ships instead of cars as the vehicles.

Technical Information

This project is composed of two parts:

  1. Godot game
  2. C# backend

Contributing

Eventually there will be contributor guidelines, but for now open a PR and make sure it has been formatted according to the auto-formatting rules.

Gameplay

The core gameplay is still football/soccer but with vehicles, however there are key changes to the format used in Rocket League. The vehicles are now space ships, which hover above the surface of the pitch. This will impact core game mechanics, enabling near-immediate changes in direction (thanks to those spacefaring engines!), the ability to play upside down (which will change the way you interact with the ball in as-yet unknown ways), slamming down at full boost speed, and many more that will be discovered along the way.

Bots

There will be default bots available, trained using reinforcement learning, and it will be possible to train your own using a gym for submission to be included in the game itself. It will NOT be possible to connect bots to the game, and with the community itself ensuring rigorous anti-cheat measures are in place we will aim to keep it that way. Cheaters have no place here.

MVP

The first version of this game will be JUST the game, no server-side functionality at all. It will be a local only game where you can play against bots. Split-screen multiplayer could be added in a version 0.2 if demand is high enough. If there is sufficient interest then the server-side functionality can be added to enable online play, with a system in place to ensure that servers can be paid for (perhaps a cheap monthly subscription model?).

Monetisation

The aim for this project is NOT to monetise it. Rocket League saw terrible changes once the Item Shop was added, and even the costs for crates and keys prevented some members of the community from collecting items and fully enjoying the game. Instead, this game will, if it becomes successful enough to warrant online servers, only use funding to keep itself running, and in the event anyone needs to be employed full time to maintain it with a growing playerbase, to pay them a fair wage for their time. Any additional profit in any given year should be held for maintaining servers in the future should demand fall, or for any future needs of the game such as a large effort to upgrade to a new engine, anti-cheating measures, etc.

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