Multiplayer & Determinism
The engine is built around a deterministic, tick-driven execution model where all state changes are applied exclusively through commands.
Each command is:
- Executed in a strict, ordered sequence
- Bound to a specific tick
- Fully replayable
Given identical initial state and command input, the simulation will always produce the same result.
This architecture aligns with the requirements of lockstep multiplayer systems, where:
- Only player inputs (commands) are transmitted
- All clients simulate the same command stream
- Game state is never directly synchronized
The engine provides:
- A structured command pipeline
- Deterministic execution flow
- Replayable command history
- Clear separation between input, execution, and state mutation
These properties make it suitable as the simulation layer for deterministic multiplayer implementations.
Limitations: Networking, synchronization, and desync handling are not included. These systems must be implemented separately and integrated with the command pipeline.
Diagram
