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add fighting game rollback examples #70
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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. | ||
- [Kieran Newland's Blog](https://www.kierannewland.co.uk/blog/) - Various articles on Unreal Engine 5 multiplayer networking by Kieran Newland. | ||
- [Lag Compensation - Fair Play for all Pings](https://vercidium.com/blog/lag-compensation/) - An article explaining lag compensation by Mitchell Robinson. | ||
- [NAT Punch-through for Multiplayer Games](https://keithjohnston.wordpress.com/2014/02/17/nat-punch-through-for-multiplayer-games/) - NAT and P2P connectivity by Keith Johnston. | ||
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- [Quake 3 Network Model](http://fabiensanglard.net/quake3/network.php) - Fabien Sanglard's source code review about Quake 3's networking model. | ||
- [Real Time Multiplayer in HTML5](http://buildnewgames.com/real-time-multiplayer/) - Sven Bergström's multiplayer game development on the web guide. | ||
- [Replication in Networked Games](https://0fps.net/2014/02/10/replication-in-networked-games-overview-part-1/) - Mikola Lysenko's replication articles for JavaScript-based multiplayer. | ||
- [Rollback Pseudo Code](https://gist.github.com/rcmagic/f8d76bca32b5609e85ab156db38387e9) - A high level pseudocode of peer-to-peer rollback netcode, especially for fighting games | ||
- [Rollback Networking in INVERSUS](http://blog.hypersect.com/rollback-networking-in-inversus/) - Ryan Juckett's post on a peer-to-peer rollback system in multiplayer. | ||
- [SnapNet Blog](https://www.snapnet.dev/blog/) - Netcode Architectures (lockstep, rollback, snapshot interpolation, Tribes') by Jay Mattis. | ||
- [Source Multiplayer Networking](https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) - Valve's Source engine wiki including advanced game networking topics. | ||
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- [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 | ||
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- [PleaseResync](https://github.com/NoisyChain/PleaseResync-Unity) - Peer to Peer Rollback Networking Library Written in C# for Unity | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 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? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This repo is the most updated version of Please Resync I could find (which is a GGPO port to c#) There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 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 |
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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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err... let's get this into the list later, like when it looks more finished/tested? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. That sounds good to me |
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- Godot | ||
- [Snopek's Godot Rollback Netcode Addon](https://gitlab.com/snopek-games/godot-rollback-netcode/) - An addon for implementing rollback and prediction netcode in the Godot game engine | ||
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- [Rakugaki Rumble](https://github.com/AndreaJens/rakugaki-rumble) - A small open source Godot 4.2 fighting game project using Snopek's Rollback Addon | ||
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- [Delta Rollback](https://gitlab.com/BimDav/delta-rollback) - Port of Snopek's Rollback Addon to C++, has increased performance and optimizations compared to the former | ||
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- [Godot Rollback Fighter Demo](https://github.com/blast-harbour/Godot-Rollback-Fighter-Demo) - Example fighting game project using Delta Rollback. | ||
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- Java | ||
- [SmartFoxServer](http://smartfoxserver.com/) - Massive multiplayer game server with advanced built-in features. | ||
- JavaScript | ||
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Shouldn't we link to part 1 instead of part 5?
Part 1 link: https://andrea-jens.medium.com/i-wanna-make-a-fighting-game-a-practical-guide-for-beginners-part-1-2021-update-955a4672eea5
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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