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(1 edit)

That is odd.  I may need to bother YYG about why buffer_exists() does not always work with vertex buffers.

Does your original work around still work?  I certainly will figure out a way to not have to use it.  Also, this is just when using rollback?

The original work around still works, so no issues on that front. I haven’t tried to implement the engine into non-multiplayer projects, but the example you provide in the download works fine for me. The problem, so far as I can tell, only occurs with multiplayer. 

Gotcha.  Must be some way that the vertex buffer just doesn't get created before the first draw call.  When I have a moment I'll add some failsafe so others do not have the issue.  Checking if it exists or avoiding drawing for a few steps works for now, but long term something more elegant needs to be in place. 

Thanks again for brining it to my attention, since multiplayer is not tested as much.