How Deterministic Game Engines will Disrupt Multiplayer Game Development
summary
Claims a deterministic simulation plus predict-rollback netcode replaces bespoke netcode by sending only inputs, yields “zero lag” and built‑in cheat resistance. Implementation uses fixed‑point math, data‑oriented ECS, IL2CPP and a custom physics stack to keep each tick tight: 30 Hz → 33 ms frame, simulation under 1 ms to allow rollbacks. Works for small matches (practical limit ≈ 30 players), uses a relay to drop late inputs, has a reference implementation built over three years and released two years ago.
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chapters (5)
- 0:00Traditional netcode issues
- 3:03The deterministic approach
- 6:15Limitations and tricks
- 8:31Implementing the engine
- 12:35Benefits and conclusion
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