【守望先锋GamePlay框架与网络同步(含字幕)】'Overwatch' Gameplay Architecture and Netcode
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暴雪的 Timothy Ford 在 2017 年 GDC 会议中解释了《守望先锋》如何使用实体组件系统架构来实现分层游戏玩法。他还介绍了具有客户端预测的服务器权威网络代码,以及它们如何保持游戏的响应能力和公平性。
HN 为什么推荐它:HN 将其视为 ECS 和游戏网络代码的最佳现实 AAA 示例,并在面向数据设计的讨论中不断引用它。
“这个守望先锋 GDC 演讲是我所知道的 AAA 游戏中面向数据的 ECS 的最佳分解/示例”— HN 评论 · 2021 · 原文
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Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay. He also covers its server-authoritative netcode with client-side prediction and how they keep the game responsive and fair.
Why HN likes it: HN treats it as the best real-world AAA example of ECS and game netcode, and cites it constantly in discussions of data-oriented design.
“This Overwatch GDC talk is the best breakdown/example of data-oriented ECS in a AAA game that I know of”
原视频频道:GDC Festival of Gaming · YouTube 19.6 万次观看













