Preparing your game for deterministic netcode : vimarsana.co

Preparing your game for deterministic netcode
Preparing your game for deterministic netcode
Considering that frequency at which people ask me about what it takes to do netcode
(and what they need ready for it) continues to rise year-to-year, I figured
that it s about time that I finally make a blog post about this.
This one s about deterministic netcode as it is by far most requested
and also the kind where it s possible to give more specific advice than it depends .
Common kinds of deterministic netcode include lockstep and rollback.
Lockstep is a (relatively) simple implementation of a deterministic protocol,
having it that the next game frame is processed only once inputs/actions of each