Netcode
3
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3
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3
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Search complete. 3 mentions across 3 episodes found for "Netcode".
Oct 30, 2026
Multiplayer games with Netcode on the BEAM
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71:29Francesco CesariniHOST
So let me sum up what we've discussed today.
F
71:33Francesco CesariniHOST
Netcode is a decision based on the game type and not necessarily a technical one.
F
71:38Francesco CesariniHOST
The game you're building decides whether you delay your inputs, rewind time, or show players the pass.
F
71:45Francesco CesariniHOST
And it's jitter, not latency, which pulls the players out of sync.
First Attack, Scott Summers, and 2XKO
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34:41Andres MirandesHOST
Like, like, if you just look at the sheer size of the community, sheer size of, like, the player base, it's just not realistic.
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34:49Andres MirandesHOST
Um, so, you know, granted, we've had our, you know, talks about, like, what we thought the faults were for 2X i- in terms of, like, a development time, the timing as to the idea of then versus now, right? NetCode is different.
A
35:02Andres MirandesHOST
Uh, the, the, the hunger for tag fighters is, is kinda different.
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35:07Andres MirandesHOST
Um, even the simple design, right? The big thing was, like, you know, simple inputs and such.
Ben Soars & PluckyStar (Duels of Fortune)
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24:04PluckyStarGUEST
Mm-hmm
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24:04Ben SoarsGUEST
... and because of that, it became too difficult for us to implement native rollback netcode, which is, like, the premier- ... of NetCode at the time, uh, for now even, for fighting games, because a lot of the systems that Unity provides are not suitable for it.
P
24:23PluckyStarGUEST
Mm.
B
24:24Ben SoarsGUEST
You kind of have to make a lot of custom stuff.