Comment by pfg_
WASM-4 has a simiar multiplayer model. There's some things you still have to be careful with, like delaying screen transitions so you don't have a "you win" screen flash for a few frames when the other player didn't lose but their input hasn't gotten t o you yet.
Yes. I've made a dozen games using rollback and it really is magical. I built a strategy game in three weeks and didn't test it in multiplayer until the weekend of release. It Just Worked.
But it's not a total silver bullet from a UX perspective when rollbacks happen.
Showing a player dying and then come back to life and actually you're dead will absolutely happen. It's very weird if they were ragdolling.
If players don't have high inertia, like a platformer, they'll teleport around the place as you get the information that actually they aren't falling they jumped 100ms ago.
This is all fixable, but requires first class confirmation (i.e has the player you shot been dead longer than the max rollback window), and hand tuned interpolation on critical entities.
Luckily, I'm sure it's possible to add them to this engine.
I'm curious as to why a custom programming language was designed if the system uses WASM anyway - which you can make deterministic.
I wrote my system in C# and it worked great if you Followed The Rules (eg you must use immutable data structures). But WASM would have been a big step up.