As a long-time web/app developer getting into game dev, it feels like I'm entering "the big leagues" of software engineering. Tougher problems, more problems, more _interesting_ problems, and problems without prebuilt solutions. Much more fun than making yet another dashboard.<p>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.
Hi everyone,<p>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.
Have you considered the opportunity of using delta compression on snapshots? Like the internal state of the physics simulation, most of the gamestate itself don't change between frames. Using delta compression on the whole structure is doable.
The thing the author is trying to solve for here is reducing the amount of CPU used on the client when it rolls back the simulation and re-simulates to keep server authority.<p>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.<p>Delta compression is an unrelated technique which reduce the amount of <i>bandwidth</i> 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.<p>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.<p>cheers<p>- Glenn
Yes thank you, you understand perfectly and thank you for explaining. Also, I LOVE your series of blog posts, thank you for making them!<p>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.
I think this is a cool idea. Well done!
Can the games only be played on the easel site, or can I upload to e.g. itch.io as well (probably with the limitation of only singleplayer?)