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:
0:00 - What does Quake have to do with this
1:12 - What is Lockstep Architecture
2:13 - Determinism
4:36 - Randomness
5:35 - Tickrate and Latency
6:40 - Client-Server
10:04 - 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
https://en.wikipedia.org/wiki/UDP_hol... 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
https://news.ycombinator.com/item?id=...
http://const.me/tmp/vrcpps-errors-cha...
etc.
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