juliethefoxcoonon Lobsters • Recommends
How Factorio Syncs A Million Objects over the network
#factorio#lockstep#determinism
1.1K subscribers • 1 video on Hallway
Intermediate. Assumes working knowledge.
185K views7 months ago1 recommendation
Game developmentDistributed systemsGame programmingNetworking and protocolsConcurrency and parallelism
How Factorio uses a deterministic lockstep architecture to keep millions of entities synchronized across multiplayer game sessions.
How does Factorio manage to keep millions of entities perfectly in sync across gaming sessions? A deep dive into one of the fundamental game netcode architectures. Chapters: - What does Quake have to do with this - What is Lockstep Architecture - Determinism - Randomness - Tickrate and Latency - Client-Server - Finale Credits to: - Tariq10x for inspiration - u/HideBoar (post eezcya) and u/Beroiner (post 1klpb2x) on r/factorio for art - Factorio team for wonderful sprites and wonderful game - en.wikipedia.org/wiki/UDP_hole_punching#/media/File:UDP_hole… for UDP hole punching visualization Kevin MacLeod - Voltaic Kevin MacLeod - Rising Tide Sources: - Factorio forum - FFF 76; 147; 149; 302; 56; 30; 52 - Alt-F4 26 - snapnet.dev netcode architectures article series - gafferongames.com - Intel Architecture Software Developer Manual - news.ycombinator.com/item?id=23891810 - const.me/tmp/vrcpps-errors-chart.png etc.What people say. Recommended as a clear explanation of Factorio's deterministic lockstep netcode architecture.
juliethefoxcoonon Lobsters • Recommends