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C# Rollback network SDK

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Delta3-Studio/Backdash

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Backdash 🕹️

Highly configurable and extensible implementationofRollback Netcode with full asynchronous IO.

Heavily inspired byGGPO.

Overview

Traditional techniques account for network transmission time by adding delay to a players input, resulting in asluggish, laggy game-feel. Rollback networking uses input prediction and speculative execution to send player inputs tothe game immediately, providing the illusion of a zero-latency network. Using rollback, the same timings, reactions,visual and audio queues, and muscle memory your players build up playing offline will translate directlyonline.Backdash is designed to make incorporating rollback networking (aka.RollbackNetcode) into new and existing games as easy as possible.

Getting started

NuGet package available:

$dotnetaddpackageBackdash

Tip

💡 Please check theDOCUMENTATION for usage details.

Demos:

TitleLink
TerminalTerminal
Monogame LocalMonogame Local
Monogame LobbyMonogame Online
Godot LobbyGodot Online
Save/Load ReplaySave and load Replay

Samples

Check the samples on the/samples directory:

There are examples for up to 4 players:

Building from source

You need to have installed.NET 8 SDK

  1. Clone this repository.
  2. Restore tools
    • On root directory run:dotnet tool restore
  3. Building Library (root directory)
    • SDK only:dotnet nuke build --configuration Release
      • Alternatively open the solution fileBackdash.sln on your IDE.
    • SDK and samplesdotnet nuke build-samples --configuration Release.
      • Alternatively open the solution fileSamples/Backdash.Samples.sln on your IDE.

Licensing

Backdash is available under The MIT License. ThismeansBackdash is free for commercial and non-commercial use.

Attribution is not required, but appreciated.

Footnotes

  1. If you are usingARMMacOSyoumay need the x64 version of .NET SDKto build some samples.2

  2. The sample needs aweb server toexchange players addresses. check the sampleREADME.md for more information.

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