Building Real-Time Fighting Games with Diarkis: Rollback, Lockstep, and Scalable Infrastructure
This article provides a deep technical dive into the architecture and networking challenges of modern fighting game development. It covers essential synchronization models like rollback netcode and lockstep, and demonstrates how Diarkis modules—MatchMaker, Room, and P2P—can be leveraged to build scalable, low-latency, and deterministic online experiences. Designed for developers and technical leads, the piece outlines how Diarkis enables robust matchmaking, seamless session management, and high-performance peer-to-peer communication, forming a complete real-time infrastructure for competitive fighting games.