netcode-feel
Installation
SKILL.md
Netcode feel
Choose the networking model before tuning feel:
| Mode | Authority / wait model |
|---|---|
| delay-based | inputs wait a published number of logical ticks |
| rollback | predict remote input, snapshot, rewind and resimulate |
| lockstep | peers advance only when required inputs for a tick are available |
| server-auth | server state is authoritative; clients predict/interpolate where allowed |
Deterministic state boundary
Networking owns transport/authority; gameplay systems still own their state. A rollback snapshot must include every gameplay value needed to reproduce future simulation: transforms/velocities, action state and timers, health/resources, spawned logical entities, RNG stream state/counters (rng-seed), and any other deterministic state read by later ticks.
Presentation-only camera shake, particles and audio need stable event IDs or predicted/confirmed lifecycle rules so resimulation does not duplicate them.