Easel's State-of-the-Art Rollback Netcode Implementation
Postedabout 2 months ago
easel.gamesTechstory
calmpositive
Debate
0/100
NetcodeMultiplayer GamingGame Engine Development
Key topics
Netcode
Multiplayer Gaming
Game Engine Development
The post showcases Easel's state-of-the-art rollback netcode implementation for multiplayer games, with the author sharing their experience and challenges in developing this technology.
Snapshot generated from the HN discussion
Discussion Activity
Light discussionFirst comment
N/A
Peak period
1
Start
Avg / period
1
Key moments
- 01Story posted
Nov 11, 2025 at 1:19 AM EST
about 2 months ago
Step 01 - 02First comment
Nov 11, 2025 at 1:19 AM EST
0s after posting
Step 02 - 03Peak activity
1 comments in Start
Hottest window of the conversation
Step 03 - 04Latest activity
Nov 11, 2025 at 1:19 AM EST
about 2 months ago
Step 04
Generating AI Summary...
Analyzing up to 500 comments to identify key contributors and discussion patterns
Discussion (1 comments)
Showing 1 comments
BSTRhinoAuthor
about 2 months ago
Easel is an automatic multiplayer game engine that I have been working on for three years. It's been a huge project, and I've had to discover many new ways of doing things to get the peer-to-peer rollback netcode to work as well as possible. I've had trouble explaining why it's not just another rollback netcode implementation, and this is the first time I've been able to articulate them all on a single page. I'm wondering if Hacker News has some other multiplayer networking/game engine/programming language geeks out there who love this kind of stuff too. Would love to hear more about your projects!
View full discussion on Hacker News
ID: 45884602Type: storyLast synced: 11/17/2025, 6:00:20 AM
Want the full context?
Jump to the original sources
Read the primary article or dive into the live Hacker News thread when you're ready.