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Fighting games dial up these low-latency conflict resolution considerations to 11, and there’s an entire subfield of techniques for writing “netcode” to reconci
by btown 3y ago
Fighting games dial up these low-latency conflict resolution considerations to 11, and there’s an entire subfield of techniques for writing “netcode” to reconcile real-time event streams.
https://arstechnica.com/gaming/2019/10/explaining-how-fighting-games-use-delay-based-and-rollback-netcode/ https://arstechnica.com/gaming/2019/10/explaining-how-fighti... is an incredible walkthrough of this! Discussion: https://news.ycombinator.com/item?id=34399790 https://news.ycombinator.com/item?id=34399790 and https://news.ycombinator.com/item?id=26289933 https://news.ycombinator.com/item?id=26289933
When it comes to server persistence, as in an MMO setting, you add I/O bottlenecks into the mix. https://prdeving.wordpress.com/2023/09/29/mmo-architecture-source-of-truth-dataflows-i-o-bottlenecks-and-how-to-solve-them/ https://prdeving.wordpress.com/2023/09/29/mmo-architecture-s... is a fascinating read for that end of things. Discussion: https://news.ycombinator.com/item?id=37702632 https://news.ycombinator.com/item?id=37702632