#19 · Primary category: Game AI & Behavior Trees
NKGMobaBasedOnET
A Moba game framework based on ET with state-frame sync, predictive rollback, and dual-end behavior tree skill system.
Project last updated:07/03/22
GitHub Stars
1.0K
Forks
274
Contributors
3
License
MIT
Why we included this project
This is a complete Unity MOBA built on the ET framework, and the part most worth studying is how its combat systems are wired together. The state-frame sync layer includes full predictive rollback, modeled on Overwatch's GDC 2017 talk, while the skill system runs the same behavior tree on both client and server. That split is the interesting bit: a visual node-based skill editor, an ECS combat layer with buff, status, and numeric systems, and deterministic networking all live in one working codebase. Anyone building real-time multiplayer games, particularly those wrestling with lockstep or rollback netcode and data-driven abilities, will find runnable reference code here. The ILRuntime and xasset hot-update pipelines, plus a Wiki and blog series walking through the architecture, make it easier to actually learn from.
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