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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Article: Explaining how fighting games use delay-based and rollback netcode
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Author Topic: Article: Explaining how fighting games use delay-based and rollback netcode  (Read 708 times)
ThemsAllTook
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« on: October 31, 2019, 07:36:00 PM »

I thought this was an excellent read, with a lot of concepts that are applicable to any real-time networked game, not just fighting games: https://arstechnica.com/gaming/2019/10/explaining-how-fighting-games-use-delay-based-and-rollback-netcode/

It goes into a surprising amount of detail, and solidifies a lot of concepts that I understood on some level, but haven't seen presented this nicely all in one place. Kind of makes me want to try implementing some of this stuff and see how it feels.
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powly
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« Reply #1 on: November 05, 2019, 08:14:04 AM »

Truly, a nicely written article with an interesting topic! I also got the urge to try it out a bit, would be a nice opportunity to get back into netcode in general  Blink
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