Overwatch Gameplay Architecture and Netcode video thumbnail

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.

Hacker News 读者推荐理由: 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.

16 recommenders6 strong recommendations2019–2025
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”

查看原始 HN 讨论