I'm trying to make a fighting game and I want it to have rollback netcode. I know that in order to make a game with rollback netcode, you need to build the game from the ground up to support it. Because of this, I'm doing research on how to actually implement it. The only problem is that people are sending me projects that are already completed to I guess show me how it is implemented. Am I really expected to go through someone else's code and parse it in order to implement this retarded shit in my game? Is this something programmers are really expected to do constantly, just raw dog other people's code? My only experience with programming is webdev with Node.js/Express.js
the problem is you seem like a newbie and yet you're tackling one of the hardest things to make in gamedev (multiplayer AND rollback). this is almost like choosing an mmorpg as your first project.also just use AI.
>>110087820brain atrophy? no thanks
>am I retarded? >posted on 4chan.org/g/
working netcode? ha good luck with that
>>110087875You can use AI to explain this stuff to you. Not just vibe code shit.
>>110087776You send and receive timestamped events or inputs. The game logic simulation resolves the order of action based on the timestamps. When there's a discrepancy in your game's logic state and the timestamped events, you rollback. For your game that means the animations snap to what should have been the correct animation at the correct frame it should have been based on the true order. Typically you probably won't let the rollback eligible period exceed a few frames, so you probably just need to figure out one animation to play and determine what frame to snap to based on the number of frames passed since the frame you're reconciling using the timestamps. If you ever implemented client-side prediction and server reconciliation with server authoritative hit detection it's similar, but fighting games are run by megajews so you don't even get a server and you play directly with brazilians.