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Guillermo NWDD García Romero (Software Engineeer, BlitWorks)
Pass Type: All Access Pass, Core Pass
Vault Recording: TBD
Audience Level: N/A: I would like to deliver a virtual presentation only
This presentation will describe in detail the implementation of propagation netcode in 'Spelunky 2', an approach to real-time deterministic synchronization for scenarios where simulating 8 frames in 16 ms isn't feasible. 'Spelunky 2' is a simulation-intensive roguelike platformer with real-time, interactive, SPH-based fluids and big two-layer levels, as well as hundreds of traps, items and characters that interact with each other in emergent ways. Due to the complex, hardcore, and highly-interactive nature of the game's design, there were many tradeoffs to consider regarding clock-synchronization, network architecture, input delay, and type of netcode to use. The talk will also cover the various challenges of releasing and managing online multiplayer with servers and a tiny indie team.
Attendees will find approaches to deterministic synchronization with large states, find techniques for improving the QoL of network programming, learn from mistakes we made and get a gist of the problems that indie teams face when working on an online mode that isn't the main course of an IAP-free title.
Programmers with networking notions from all disciplines are welcome.
Attendees who are considering, planning or actively work with determinism based networking models will benefit the most from this experience.