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replay-system
game replay system
Dota replays
System
Techniques · 1
Primitives · 19
replay-system
Deterministic lockstep
game-networking · medium: Every peer runs the same deterministic simulation and exchanges only inputs; bandwidth ignores unit count, at the cost of input delay.
›
Deterministic fixed-point math
game-networking · low: Bit-identical simulation math across CPUs, compilers and builds: integer fixed-point formats, the float traps (FMA, x87, fast-math, libm), deterministic trig, sqrt and RNG.
›
Object storage
cloud · low: S3-compatible blob storage at cents per GB-month with 11 nines durability; pick by egress price, request price and latency, not by storage price alone.
›
Delta encoding
compression · low: Store differences between consecutive values instead of the values, turning sorted IDs, timestamps and counters into small numbers that pack into few bits.
›
Seekable compressed stream
compression · low: Independently compressed blocks plus an index for random access (BGZF, seekable zstd, eStargz)
Varint (LEB128)
compression · low: Variable-length integers in 7-bit groups with a continuation bit; small numbers take 1 byte, the wire format of Protobuf, WebAssembly and DWARF.
›
Zstandard (zstd)
compression · low: LZ77 plus Huffman and FSE entropy coding, with levels from LZ4-like speed to xz-like ratio, all decoding at about 1-2 GB/s.
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Record replay
distributed · low: Record every nondeterministic input (time, randomness, I/O, model and tool outputs, per-tick player input) and re-execute deterministically for debugging, replays and state rebuild
Event sourcing
finance · low: Persist state changes as an append-only stream of immutable events per entity; current state is a fold over them, guarded by expected-version appends.
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Bitstream serialization
game-networking · low: A bit writer and reader over a byte buffer that stores each field in exactly the bits its range needs: booleans in 1 bit, bounded integers in ceil(log2(span+1)) bits.
›
Entity interpolation
game-networking · low: Render remote entities a fixed delay in the past, blending the two buffered snapshots around that time: ~2 snapshot intervals of latency buy smooth motion.
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Snapshot delta compression
game-networking · low: Encode each client's snapshot as the difference from the last snapshot that client acknowledged, so unchanged entities and fields cost zero to a few bits.
›
CRC32C checksums
hardware-os · low: The Castagnoli CRC-32 with dedicated instructions on x86 (SSE4.2) and ARMv8. It is the standard fast integrity check for storage blocks, logs and network frames.
›
PRNGs (PCG, xoshiro)
numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.
›
Reliable UDP
game-networking · low: Transport over UDP: each packet carries a sequence number, an ack and a 32-bit ack history; only chosen messages are made reliable.
›
Fixed timestep loop
graphics · low: Fixed simulation dt with accumulator, render interpolation, spiral-of-death guard
Bit packing and PFOR
compression · low: Store blocks of integers with exactly b bits each and patch rare outliers separately (PFOR); the fastest integer codec family, billions of values per second.
›
+ 3 more primitives
System
Techniques · 1
Primitives · 19
replay-system
Deterministic lockstep
game-networking · medium: Every peer runs the same deterministic simulation and exchanges only inputs; bandwidth ignores unit count, at the cost of input delay.
›
Deterministic fixed-point math
game-networking · low: Bit-identical simulation math across CPUs, compilers and builds: integer fixed-point formats, the float traps (FMA, x87, fast-math, libm), deterministic trig, sqrt and RNG.
›
Object storage
cloud · low: S3-compatible blob storage at cents per GB-month with 11 nines durability; pick by egress price, request price and latency, not by storage price alone.
›
Delta encoding
compression · low: Store differences between consecutive values instead of the values, turning sorted IDs, timestamps and counters into small numbers that pack into few bits.
›
Seekable compressed stream
compression · low: Independently compressed blocks plus an index for random access (BGZF, seekable zstd, eStargz)
Varint (LEB128)
compression · low: Variable-length integers in 7-bit groups with a continuation bit; small numbers take 1 byte, the wire format of Protobuf, WebAssembly and DWARF.
›
Zstandard (zstd)
compression · low: LZ77 plus Huffman and FSE entropy coding, with levels from LZ4-like speed to xz-like ratio, all decoding at about 1-2 GB/s.
›
Record replay
distributed · low: Record every nondeterministic input (time, randomness, I/O, model and tool outputs, per-tick player input) and re-execute deterministically for debugging, replays and state rebuild
Event sourcing
finance · low: Persist state changes as an append-only stream of immutable events per entity; current state is a fold over them, guarded by expected-version appends.
›
Bitstream serialization
game-networking · low: A bit writer and reader over a byte buffer that stores each field in exactly the bits its range needs: booleans in 1 bit, bounded integers in ceil(log2(span+1)) bits.
›
Entity interpolation
game-networking · low: Render remote entities a fixed delay in the past, blending the two buffered snapshots around that time: ~2 snapshot intervals of latency buy smooth motion.
›
Snapshot delta compression
game-networking · low: Encode each client's snapshot as the difference from the last snapshot that client acknowledged, so unchanged entities and fields cost zero to a few bits.
›
CRC32C checksums
hardware-os · low: The Castagnoli CRC-32 with dedicated instructions on x86 (SSE4.2) and ARMv8. It is the standard fast integrity check for storage blocks, logs and network frames.
›
PRNGs (PCG, xoshiro)
numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.
›
Reliable UDP
game-networking · low: Transport over UDP: each packet carries a sequence number, an ack and a 32-bit ack history; only chosen messages are made reliable.
›
Fixed timestep loop
graphics · low: Fixed simulation dt with accumulator, render interpolation, spiral-of-death guard
Bit packing and PFOR
compression · low: Store blocks of integers with exactly b bits each and patch rare outliers separately (PFOR); the fastest integer codec family, billions of values per second.
›
Message sequence numbers
distributed · low: A per-stream counter on every message lets the receiver detect loss, duplicates and reordering, ack cheaply and resume after reconnect with "send from N".
›
SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
›
Optimistic concurrency control
storage · low: Run transactions without locks, record what they read, and validate at commit that nothing changed; fastest when conflicts are rare.
›
Copy for AI