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add fighting game rollback examples #70
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good stuff, I'll review (read by myself) and merge some time soon when I find a bit more free time — thank you very much! |
I should probably add these two as well and a high level description of the rollback algorithm: https://gist.github.com/rcmagic/f8d76bca32b5609e85ab156db38387e9 |
This is also a really good article explaining determinism in fighting game netcode (sorry for the spam, I’m at work so I’m making sure I list everything I can remember about fighting game netcode so I can go back and add it to the PR later) |
@0xFA11 I am pretty confident that this is ready for merge |
I'm still on it, will merge once I have some free time and consume the content — thank you again. |
README.md
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- [How a Shooter Shoots](https://kotaku.com/5869564/networking-how-a-shooter-shoots) - Armin Ronacher's analysis on Battlefield 3's shooting mechanism in multiplayer. | |||
- [Impact Of Latency In Wireless Networks For Real-time Multiplayer Games On Mobile Devices](https://ntnuopen.ntnu.no/ntnu-xmlui/bitstream/handle/11250/2352307/11752_FULLTEXT.pdf) - A paper. | |||
- [IT Hare on Network Programming](http://ithare.com/category/network-programming/) - Detailed network programming articles from IT Hare team. | |||
- [I wanna make a fighting game! - Determinism](https://andrea-jens.medium.com/i-wanna-make-a-fighting-game-a-practical-guide-for-beginners-part-5-f049a78ddc5b) - Article explaining the determinism requirements of peer-to-peer rollback netcode, especially for fighting games. |
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Shouldn't we link to part 1 instead of part 5?
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Yeah I guess that’s fair, I just wanted to link to the bit about determinism specifically since that’s important for rollback netcode
README.md
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@@ -130,9 +132,17 @@ | |||
- [Normcore](https://normcore.io/) - Seamless multiplayer game networking for Unity (Cloud/SaaS). | |||
- [Photon Engine](https://photonengine.com) - Hybrid multiplayer game networking platform (Cloud/SaaS). | |||
- [RiptideNetworking](https://github.com/tom-weiland/RiptideNetworking) - Lightweight C# networking solution for multiplayer games. | |||
- [BestoNet](https://github.com/BestoGames/BestoNet) - A custom rollback networking solution developed for the fighting game Idol Showdown. Built in C# for Unity | |||
- [PleaseResync](https://github.com/NoisyChain/PleaseResync-Unity) - Peer to Peer Rollback Networking Library Written in C# for Unity |
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I'm confused about this one. It links to another project (https://github.com/HeatXD/PleaseResync) but this repo itself it not a fork of it?
Can you help me understand this repo and the other one linked there in README?
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This repo is the most updated version of Please Resync I could find (which is a GGPO port to c#)
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now that i think about it, it will probably be best to remove it and add it in later, since we already have a couple of GGPO C# ports in here anyways
README.md
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- Go | ||
- [Nakama](https://github.com/heroiclabs/nakama) - Open-source backend infrastructure for multiplayer games (also with Unity/C# SDK). | ||
- [GoWorld](https://github.com/xiaonanln/goworld) - Scalable Distributed Game Server Engine with Hot Swapping (and Unity demo!). | ||
- [GGPO-Go](https://github.com/assemblaj/ggpo) - GGPO Port Into Go |
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Currently unfinished.
err... let's get this into the list later, like when it looks more finished/tested?
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That sounds good to me
Co-authored-by: Fatih Mar <[email protected]>
Co-authored-by: Fatih Mar <[email protected]>
Co-authored-by: Fatih Mar <[email protected]>
Co-authored-by: Fatih Mar <[email protected]>
Co-authored-by: Fatih Mar <[email protected]>
alright, dealt with all your comments @0xFA11 |
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