 
        
          Antistasis is a multiplayer virtual reality shooter game being
          developed by me and a friend at RIT. The game uses zero-gravity
          physics, using the Floating Pawn Movement system in Unreal Engine
          5.
As the main C++ programmer for the project, I develop
          the base classes that are critical for gameplay, including replicating
          properties and RPCs for multiplayer compatibility.
        
 
        
          The project was recently configured for the use of dedicated game
          servers managed by Steam's master server network. A testing app
          ID is used, as the Steamworks app page for this game will not be set
          up until the project is closer to completion. 
Building the game
          for dedicated servers required switching to a source build of Unreal
          Engine 5.3.2, which was a significant change.
We are now
          working on managing players within a "match," which involves
          a number of gameplay implementation like setting up the game mode,
          handling player spawn behavior, a server-side points system, and more.
        
 
         
            Pull an object toward your hand from afar; holding the grab button until it reaches the hand snaps the object in that hand.
 
            Pull an object toward your hand from afar; holding the grab button until it reaches the hand snaps the object in that hand.
 
            Pull an object toward your hand from afar; holding the grab button until it reaches the hand snaps the object in that hand.
 
            Pull an object toward your hand from afar; holding the grab button until it reaches the hand snaps the object in that hand.
 
            Pull an object toward your hand from afar; holding the grab button until it reaches the hand snaps the object in that hand.
 
            Pull an object toward your hand from afar; holding the grab button until it reaches the hand snaps the object in that hand.
 
        The most interesting classes are VRPawn, Weapon and MultiplayerSubsystem. VRPawn is the player class which handles player inputs and actions (including a lot of replicated logic), Weapon handles the gameplay features covered in Core Mechanics, and MultiplayerSubsystem contains some boilerplate (and not-so-boilerplate) code for setting up multiplayer sessions and client-server communication.