Tactical Action · Guides & deep dives

0003: Netcode Per Cell

V4 contains slow tactical coordination, high-speed twitch combat, and RTS-scale unit simulation.

3sections1 minread

On this page

Status: Accepted

Date: 2026-05-23

Context#

V4 contains slow tactical coordination, high-speed twitch combat, and RTS-scale unit simulation. A single replication strategy would either overfit one cell or weaken the others.

Decision#

Dedicated client-server is the default networking architecture. RTS simulation uses deterministic lockstep for command streams and replayable state. Twitch PvP layers rollback-emulated prediction on top of authoritative server state for input responsiveness.

Consequences#

  • Shared online services cannot inject nondeterministic decisions into RTS gameplay resolution.
  • Replay and anti-cheat systems must record the netcode strategy used by each match.
  • Network automation must include dedicated-server, lockstep, and prediction regression suites.