Overview: |
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.
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