Alberto Klocker also shared the code on GitHub.
Currently, Godot lacks native support for manual stepping, whether you're using the default physics engine or Jolt. On top of that, implementing networked physics is inherently difficult. Despite these challenges, Alberto Klocker set out to explore whether it's possible to build a rollback netcode system for a physics-based game in Godot, and the results are quite impressive.
To overcome these limitations, Alberto leveraged a pull request that adds manual stepping functionality. This feature is essential for enabling rollback physics interactions, a key requirement for any networked physics game to work reliably.
While the project still needs thorough testing in realistic scenarios, it's an impressive effort, and Alberto mentioned that his main goal was to inspire confidence in the Godot maintainers to consider merging this PR. The best part? He's made the code publicly available, so you can explore it yourself and learn from his approach.
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