Frequently Asked Questions
Multiplayer & Determinism

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

Multiplayer Diagram