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by ThatPlayer 729 days ago
Fighting games still typically use a deterministic simulation too. The difference is the good netcode, called rollback, works by using save states and rewinding the simulation to the time of your opponent's 100ms late input, and then resimulating the 100ms from there. You can get away with little or no delay on your own inputs.

I doubt that'll scale to games like Starcraft and Factorio, because in my example, you would need to resimulate 100ms of simulations in ~16ms. In a fighting game with 2 characters and not much else to simulate, that's a lot easier.

https://words.infil.net/w02-netcode.html