I'm making a game engine that uses rollback netcode for its multiplayer architecture. As far as I can tell, no physics engine supports incremental rollback thus far. This means the entire physics engine state has to be snapshotted every frame, which basically means it's infeasible to have large worlds with rollback netcode. I've made a physics engine which only snapshots the changes, and so now I think you can have large worlds, as long as most of the world is static. I think that's true in most cases, like when you're walking around a big spaceship for example, all the walls, tables, control panels etc don't really move. I wrote up a bit of a post to describe some of the cool things I discovered while making my own physics engine.
Hi everyone,
I'm making a game engine that uses rollback netcode for its multiplayer architecture. As far as I can tell, no physics engine supports incremental rollback thus far. This means the entire physics engine state has to be snapshotted every frame, which basically means it's infeasible to have large worlds with rollback netcode. I've made a physics engine which only snapshots the changes, and so now I think you can have large worlds, as long as most of the world is static. I think that's true in most cases, like when you're walking around a big spaceship for example, all the walls, tables, control panels etc don't really move. I wrote up a bit of a post to describe some of the cool things I discovered while making my own physics engine.