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#rollbacknetcode#starcraft#broodwar
We Put Fighting Game Netcode in Brood War
ShieldBattery
387 subscribers • 1 video on Hallway
- Recommended by 1 person: 1 on Lobsters.
Intermediate. Assumes working knowledge.
87K views3 weeks ago1 recommendation
Game developmentDistributed systemsNetworking and protocolsGame programmingConcurrency and parallelism
An explanation of how rollback netcode was implemented in StarCraft: Brood War to replace traditional lockstep networking.
Rollback netcode is live on ShieldBattery: experience the end of lag spikes today! Download: shieldbattery.net For 28 years, online Brood War has run on lockstep networking: every command waits out a delay, and when a turn arrives late, the whole game freezes. Rollback, the type of netcode that transformed online fighting games, changes that. And now, for the first time ever, it's available in StarCraft: Remastered on ShieldBattery. Chapters We've all been there Lockstep vs. rollback, side by side How Brood War netcode works: lockstep Input delay Latency and distance Why the game freezes The key idea behind rollback Rollback in action Rollback and delay, together Side by side You only pay for your own connection Recap WRN6GYQ8KSRZ5IX0 #StarCraft #BroodWar #ShieldBatteryWhy it's here
1 person recommends thisWhat people say. Recommended for its clear explanation of lockstep versus rollback netcode in multiplayer games.