DE version is available. Content is displayed in original English for accuracy.
Advertisement
Advertisement
⚡ Community Insights
Discussion Sentiment
90% Positive
Analyzed from 725 words in the discussion.
Trending Topics
#physics#rollback#engine#game#making#delta#problems#netcode#compression#might

Discussion (18 Comments)Read Original on HackerNews
Combining player control, multiplayer, non-player control, and physics is one of the tougher problems. I got it handled (enough) for my project, but I'd be very interested to read the source if Easel's physics engine gets open-sourced.
I'm making a game engine that uses rollback netcode for its multiplayer architecture. As far as I can tell, no physics engine supports incremental rollback thus far. This means the entire physics engine state has to be snapshotted every frame, which basically means it's infeasible to have large worlds with rollback netcode. I've made a physics engine which only snapshots the changes, and so now I think you can have large worlds, as long as most of the world is static. I think that's true in most cases, like when you're walking around a big spaceship for example, all the walls, tables, control panels etc don't really move. I wrote up a bit of a post to describe some of the cool things I discovered while making my own physics engine.
He does this by only rolling back and re-simulating only a subset of the world, greatly reducing the amount of CPU required. It's cool that he's approaching this from the point of view of adding support for it in the physics engine itself, vs. making it something that the game has to do themselves.
Delta compression is an unrelated technique which reduce the amount of bandwidth sent from server to client, by sending only the differences between the snapshot at baseline frame n and the current snapshot frame m on the server.
Just want to clear this up for anybody trying to follow along. Bringing in delta compression is an unrelated thing (but somewhat similar conceptually). It might confuse people to talk about these things at the same time, if they're really just trying to understand what the author is doing in the article.
cheers
- Glenn
Just to add to the general discussion for everyone following along - rollback netcode only sends inputs around, not state, so it doesn't really have much to send. I think I'm doing about 1.5 KB per second. When you point your mouse it sends that data in 10 bytes. There's not a lot to delta compress.
The entire gamestate has to be rolled back when using this style of netcode, regardless of bandwidth, reducing the size of snapshots in memory can also reduce make it faster to rebuild.
The determinism is partly possible because WebAssembly is deterministic (except for a few known cases https://github.com/WebAssembly/design/blob/main/Nondetermini...), and partly because I’m making sure to use my own trigonometric functions, and the entire game simulation is executed single threaded with a known order of execution.
If you meant to ask how does it compare to non deterministic physics engines, I’m sure they might be faster on the physics but would be slower on the rollback, and I think on most reasonably-sized games the slow rollback would dominate and so they would be slower overall. But, you wouldn’t make a rollback netcode game with that size of world anyway, at least maybe not until now, so it’s a bit of a false comparison. They’re good at their different use cases.
The export basically creates a page with an HTML IFRAME in it that embeds the hosted version of your game on easel.games so that all the multiplayer and leaderboards continue to work.
Thanks for your interest!