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Gildenkrieg Simulation Devlog Series

A 3-part devlog series covering how I built a multiplayer-ready entity API, authoritative simulation engine, and network replication for Gildenkrieg.

3parts, in reading order

  1. Part 1: Gildenkrieg Simulation Devlog, Part 1: Entities That Survive the Network

    How Gildenkrieg uses EnTT, stable network identities, versioned entity recipes, and deferred lifecycle commands to build a multiplayer-ready entity API.

    Published Updated 8 min readCategory: Game Development

  2. Part 2: Gildenkrieg Simulation Devlog, Part 2: Fixed Ticks, Physics, and Replication

    How Gildenkrieg advances one authoritative simulation, bridges ECS state to physics, replicates component fragments per connection, and interpolates remote players.

    Published Updated 10 min readCategory: Game Development

  3. Part 3: Gildenkrieg Simulation Devlog, Part 3: Client Prediction and Reconciliation

    How Gildenkrieg applies local input immediately, records rollback history, reconciles authoritative corrections, replays shared movement systems, and smooths visible errors.

    Published Updated 7 min readCategory: Game Development