talk
Overwatch Gameplay Architecture and Netcode
GDC Festival of Gaming · 16 recommenders · 10 months
Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay. He also covers its server-authoritative netcode with client-side prediction and how they keep the game responsive and fair.
Why Hacker News readers recommend it: HN treats it as the best real-world AAA example of ECS and game netcode, and cites it constantly in discussions of data-oriented design.
Game programming & enginesSoftware architecture & design#entity component system#netcode#overwatch#client prediction#gdc#data-oriented design
“This Overwatch GDC talk is the best breakdown/example of data-oriented ECS in a AAA game that I know of”
View the original HN discussion






