DEVLOG//AUG 23 @ 14:30

Implementing Bespoke Rollback Networking

Just swapped the networking layer for Void Runner to a bespoke rollback solution. Latency dropped by 40ms globally. Smooth as butter.

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Standard interpolation wasn't cutting it for frame-perfect parries. By predicting inputs client-side and rolling back state on discrepancy, we masked the 40ms latency entirely. Writing this in C++ required custom memory allocators to prevent garbage collection frame drops during state snapshots.

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