Overwatch Gameplay Architecture and Netcode
GDC Festival of GamingYouTube ↗
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 statethe big side effects are invoked entirely from one call site every single framewe're going to replay all of your inputs to catch back upkeep that subsystem intact they then create like a proxy componentall major behavioral side effects are localized to that call sidereplay all of your inputs to catch back up