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.
- devlog
- gamedev
- cpp
- ecs
- physics
- prediction
- networking
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August 4, 2026
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.
Read post →August 4, 2026
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.
Read post →August 4, 2026
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.
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