Fortress Rollback¶
Deterministic rollback netcode built on correctness¶
Fortress Rollback is a safe Rust library for peer-to-peer rollback networking. Its request-driven API tells your game when to save state, load state, and simulate a frame. The library handles input prediction, rollback, synchronization, and transport protocol details.
New to rollback netcode? Start locally. A SyncTestSession exercises the same save/load/advance
contract without adding network setup, so determinism mistakes surface before connection problems.
Build your first session Browse maintained examples
Start here¶
| What you want to do | Read |
|---|---|
| Install the crate and run one deterministic loop | Getting Started |
| Integrate inputs, requests, events, and session types | User Guide |
| Choose latency, prediction, and input-delay settings | Network Tuning |
| Validate a game before release | Production Checklist |
| Look up a type or method | API documentation |
Common paths¶
- Connect real peers: finish Getting Started, then use the P2P session guide and configuration example.
- Handle rollback requests: read The Game Loop and the request-handling example.
- Use another transport or platform: see Custom Sockets and Feature Flags.
- Add spectators or hot-join: start with Spectator Sessions or the hot-join feature reference.
- Migrate from GGRS: follow the Migration Guide and compare behavior in Fortress vs GGRS.
Advanced reference¶
The architecture explains internal data flow and protocol design. The determinism model, API contracts, and threat model define the guarantees and caller responsibilities. Operational guides cover replay, telemetry, desync response, and disconnect/rejoin response.
[!NOTE] Fortress Rollback is alpha software. Review the changelog, test upgrades against your game, and use the production checklist before release.