Photon Quantum Unreal - Predict/Rollback Racing Game Tutorial (stream)

Hi, I am Erick, senior SDK developer at Photon, and team lead for the new/upcoming Quantum Unreal deterministic predict-rollback SDK.

Modern, high player count deterministic predict/rollback netcode relies on two fundamental principles:

  • Cross-platform deterministic engine building-blocks (physics, navigation, math libraries) that produce the same result when the same input is used, specially when used with confirmed inputs from the server (that controls the timing and input stream).
  • Ability to predict ahead the local game state, and to quickly rollback to a previous verified state that can be safely moved forward with confirmed inputs from a central server.

With Quantum Unreal, we designed an SDK that provides the capabilities above using familiar concepts like Actors, ActorComponents and UPROPERTIES. The API and general pipeline should feel straightforward to existing developers.

I recently started streaming a tutorial aiming at introducing some of these concepts since the SDK is getting close to Early Acess state, at which point we will start sharing it with propspect customers.

Feel free to ask any tehcnical questions or to hook up to the next stream tomorrow at 15h CET (Central Europe), or watch Part 1 here:

Topics covered in part 1:

  • Basics of Quantum Unreal
  • Quantum Vehicle Physics (tweaking parameters, code overview)
  • Map/Track layout (setting up collision geometry)
  • Chatting about next features (track checkpoints, UI, racing AI bots, etc)

And here the link for Part 2 (tomorrow):

And the topics expected for it:

  • Adding checkpoints to the racing track (new ARaceCheckpoint actor)
  • URaceManager and UVehicleRaceComponent actor components
  • Direction cursor, lap times, distance raced, etc
  • Basic UI blueprints
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Could this be used for a fighting game as well? The Rollback netcode aspect - is it akin to GGPO?