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All multiplayer is deterministic. You can't have networked multiplayer without determinism. > event sourcing from inputs with rollback This is the exact same
by andrewmcwatters 6y ago
All multiplayer is deterministic. You can't have networked multiplayer without determinism.
> event sourcing from inputs with rollback
This is the exact same thing as rollback in FPS games. It works the same way.
> I personally know a AAA project that tried to build a strategy game on a rock solid FPS engine's netcode and it was a disaster that sunk it single handedly.
Fascinating, because Valve literally did it with DOTA.