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Overwatch Gameplay Architecture and Netcode1:04:04

Overwatch Gameplay Architecture and Netcode

196K views • 7 years ago
GDC Festival of Gaming
Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay. He also covers its server-authoritative netcode with client-side prediction and how they keep the game responsive and fair.
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.
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.