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What technical implementation does the new netcode use?

Discussion in 'Multiplayer' started by Gakhon, Jan 5, 2017.

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This last post in this thread was made more than 31 days old.
  1. Gakhon Trainee Engineer

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    A few weeks ago I stumbled upon an excellent series of articles on physics simulation networking for multiplayer games.

    I felt curious since then what methods the new SE netcode uses, e.g. determistic lockstep (which needs deterministic simulation), snapshots and interpolation, state synchronization...

    Does anybody have information or insight on this subject?

    I know that the source code is published (and if I saw correctly it's updated with the new netcode), but I have to admit I had difficulties making anything out of it – it's either too tangled, or I'm simply too stupid. :)
    --- Automerge ---

    (This Automerge still puzzles me...)

    Bump (maybe somebody with some information is online now who wasn't yesterday)
     
Thread Status:
This last post in this thread was made more than 31 days old.