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Re:Fighting games use delay-based and rollback netcode by yazzku on Sunday January 22, 2023 @05:51PM (#34483123)
Does anybody have a good resource on netcode? Graphics are already arcane enough, netcode seems to be on another level of obscurity.
Re:Fighting games use delay-based and rollback netcode by andrewmcwatters on Sunday January 22, 2023 @05:54PM (#34483166)
Yeah, don't use the term "netcode" which originated from gamers. Look up resources on multiplayer client-side prediction, interpolation, reconciliation, and lag compensation.

Together those techniques constitute what laypersons consider "netcode," which ignores still fundamental details like payload construction, serialization, deserialization, broadcasting, heartbeats, etc.

For instance, networked visibility affects bandwidth consumption, but no one talks about it or worries about it until you're playing with a cheater with wallhacks.

But wait! Modern rendering techniques cull on the GPU. So you have, you guessed it, more and more potential for modern games to broadcast all player positions at all times, unless the developers know to segment player visibility and not network their presence behind non-translucent surfaces.

Re:Fighting games use delay-based and rollback netcode by CyberDildonics on Monday January 23, 2023 @08:47AM (#34488650)
Forget 'netcode' - that came from people who don't know about game development. A good networked game will be made to work well at a foundation level. There is no such thing as 'netcode'. It isn't like a shader that has it's own language and is sectioned off from the rest of the program.