Development Blog (semi)random.thoughts()

December 2017

Experimenting with deterministic lockstep multiplayer

Years ago I created an experimental multiplayer game using the Unity engine. It couldn’t be simpler:

  • Just control a sphere to try and push the other spheres out of the “arena”;
  • Use Unity to do all the physics heavy lifting;
  • Just sync the rigidbodies across clients.
  • It never worked. And I now understand why it never worked.

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