Easel's State-of-the-Art Rollback Netcode Implementation
easel.games·15h·
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The speed of light is not as fast as we would like.

When players are far away from each other, there is a delay between when the player sends an action and when another receives it. This delay is called latency, and it can make games feel unresponsive. Imagine pressing the jump button and your character not jumping immediately. Easel uses rollback netcode to make a game feel responsive even when they are far apart.

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Easel makes multiplayer effortless. Code as if your players are in one shared world, like a singleplayer game, and Easel takes care of all the hard parts of multiplayer for you, like magic. You do not need to understand rollback netcode to make multiplayer games with Easel. See Multiplayer to learn how easy it is…

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