The NetCode Guy

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The NetCode Guy

The NetCode Guy

@TheNetCodeGuy

If you think netcode is easy, you didn't build netcode. You built a socket listener with optimism.

Houston, TX Katılım Şubat 2026
11 Takip Edilen36 Takipçiler
The NetCode Guy
The NetCode Guy@TheNetCodeGuy·
@TAbrodi Now use L-Trees to have a beautiful blooming tree sim :)
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Tiger Abrodi
Tiger Abrodi@TAbrodi·
i had a lot of fun building this terrain. my goal was to make a brutalist, snow covered procedural planet that feels great to inspect and fly through, while pushing optimization as hard as i could. - tsl node materials - procedural planet terrain - quadtree lod chunk streaming - worker generated chunks - `sharedarraybuffer` terrain pipeline - floating origin rendering - triplanar pbr splatting - ktx2 compressed terrain textures - exr sky lighting - gpu driven snow particles - inspect mode and fly mode
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The NetCode Guy
The NetCode Guy@TheNetCodeGuy·
Been watching this guy start with some super janky procedural noise and now he’s got a procedural everything. It’s insane.
math2mesh@math2mesh

#ScreenshotSaturday — 100+ unique NPCs with procedural hair, beards, gear, and races. (Incremental improvements) Running smooth. No models. No textures. No engine. Everything is generative geometry. #gamedev #indiedev #proceduralgeneration #mmorpg #morpg #solodev #javascript #java #lwjgl #indiegamedev #devlog #buildinpublic #customengine #screenshotsaturday #pixelart #IndieGameDev #gamedevelopment #indiegames #gaming Follow the build → @math2mesh

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Izkimar
Izkimar@Izkimar·
Damn WoW Classic+ hits different. Okay I'll try to refrain from trolling, but the state of AI game development is getting insane. And the craziest part is it's only just beginning. What you're seeing here is a project I started building in my spare time's spare time. A side project I spun up a little over a day ago and have been building in parallel to everything else. In that short window I was able to build a full zone inspired by Mulgore, the Tauren starting area in World of Warcraft. Target-based combat, fully functioning quests with rewards, XP, abilities, animations, multiplayer networking - a solid chunk of the starting building blocks you'd need for an MMO-style project. I didn't write a single line of code. But this isn't the typical "I made this in a single prompt" type of gimmick either. This was a real back and forth; letting the agent do its thing while layering in my own decisions too. All of the assets were AI generated, but I helped with the planning, curated and created the references, and after the agent produced the first pass of the level I came in and did a lot of manual level design for the village layout and general object placement. That push and pull between me and the agent is what actually makes this process feel much more like co-creation. All of this was built using @spawn, an AI gamedev platform for building web-based games. I genuinely think we're on the cusp of a web gaming revolution. It might not happen overnight, but as the quality keeps climbing people are going to catch on. At the end of 2024 I was struggling to build a simple Python auto-battler with Sonnet 3.5. Now I'm spinning up a fully networked MMO-style game in a matter of days. That gap alone tells you everything about where this is heading. Oh yeah I also forgot to mention, there's networked physics! "You can see this in action at the end of the video."
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The NetCode Guy
The NetCode Guy@TheNetCodeGuy·
@Strange_Heroes @Izkimar Mirror lets you skip* netcode. Spawn lets you skip code entirely — say "make a game" and get one. Already networked with rollback, fully predicted, feels like you're offline. Mirror's rollback has been "experimental" for years. Can be done in Unity ≠ everyone can do it.
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Strange Heroes
Strange Heroes@Strange_Heroes·
@Izkimar I think the devil’s in the details. I’ve been a Unity developer for 17 years full time. 🤷‍♂️
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The NetCode Guy
The NetCode Guy@TheNetCodeGuy·
Most prediction/rollback implementations fail for a reason that isn’t determinism. It’s not reconciliation either. It’s something much more boring. And much more dangerous.
The NetCode Guy tweet media
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The NetCode Guy
The NetCode Guy@TheNetCodeGuy·
@SeloSlav @spawn Determinism is not a substitute for rollback. Network jitter means remote inputs arrive unpredictably. Rollback corrects these, not non-determinism. The only alternatives are lockstep or non-predicted server authority, where players feel network delay on every action.
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