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Overwatch Gameplay Architecture and Netcode

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Further reading 1

Caption notes

Overwatch stores state in components and behavior in systems. Fixed steps, buffered input and replay let clients predict motion and reconcile it with the server.

Original passages · 6
components store a game state and have no behaviors systems have behaviors in store no game state
Overwatch Gameplay Architecture and Netcode · ▶ 1:56–2:06
the big side effects are invoked entirely from one call site every single frame
Overwatch Gameplay Architecture and Netcode · ▶ 21:05–21:11
we're going to replay all of your inputs to catch back up
Overwatch Gameplay Architecture and Netcode · ▶ 28:12–28:21
keep that subsystem intact they then create like a proxy component
Overwatch Gameplay Architecture and Netcode · ▶ 46:58–47:05
all major behavioral side effects are localized to that call side
Overwatch Gameplay Architecture and Netcode · ▶ 18:20–18:26
replay all of your inputs to catch back up
Overwatch Gameplay Architecture and Netcode · ▶ 28:14–28:21

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