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8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 259:38

8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2

94K views • 7 years ago
GDC Festival of Gaming
A 2018 GDC talk by NetherRealm's Michael Stallone on the engine changes, optimizations and tooling needed to roll back and re-simulate up to 8 frames in 16 ms in Mortal Kombat and Injustice 2. It is a deep dive into deterministic rollback netcode.
HandmadeCon 2015 - Pat Wyatt1:07:22

HandmadeCon 2015 - Pat Wyatt

33K views • 10 years ago
Molly Rocket
Pat Wyatt, a veteran game programmer who worked at Blizzard and ArenaNet, speaks at HandmadeCon 2015 in a conversation with Casey Muratori. He discusses network code and architecture in games he worked on, including mistakes on Diablo and the success of Guild Wars.
I Shot You First: Networking the Gameplay of Halo: Reach1:49:07

I Shot You First: Networking the Gameplay of Halo: Reach

58K views • 8 years ago
GDC Festival of Gaming
Bungie's David Aldridge explains the networking programming behind Halo: Reach in a 2011 GDC session. It covers how gameplay stays in sync online, including forecasting and state reconciliation.