The developer behind Teardown shares the full story of implementing multiplayer in a game with a completely destructible, physics-driven voxel world. The post covers the core technical challenges: achieving deterministic destruction using fixed-point integer math and a command stream, combining reliable and unreliable network
Table of contents
A semi-deterministic approachReliable and unreliableScriptingTerminal and UIThe big mergeBackwards compatibilityJoin in progressDevelopment toolsConclusionSort: