Tillbaka
A deterministic engine for rollback multiplayer
Same inputs, same outputs on every machine: a fixed 60 Hz tick, input recording with the network included, replay and rollback. Free, MIT.
For multiplayer games — the Physics workspace.
A fixed 60 Hz tick, input recording with the network included, replay and rollback.
Open examples/angrynerds → · Determinism manual →

Features
- A fixed tick. Physics and animation step on one 60 Hz tick.
- Record sessions. A recording holds each tick's input, network arrivals and events. Easy to replay if needed.
- Rollback. The
rollbackmodule predicts missing inputs and re-simulates when the data lands. - Networking that replays. HTTP, WebSockets and WebTransport, recorded so the session replays.
Record, replay and verify
balaur run my-game --fixed-tick --record session.blr
balaur replay session.blr --verify
The engine measures its own determinism:
- Physics are deterministic using the Rapier physics library.
- Transcendentals (sin, cos and the rest) use
libm. - At fixed step, a per-tick digest is computed of every node and component.
Record on one machine, replay on another.
The editor
Play, record and replay in one screen.
- Play. When you play a game, the session is recorded automatically.
- Sessions. Record and replay from the editor, all in one view.
- Once per tick. Input and network arrive as one snapshot per tick. A replay reuses those instead of doing them again.
Compare
Determinism and physics features compared to other multiplayer game engines.
| Photon Quantum | Balaur | |
|---|---|---|
| Determinism | 100% deterministic, predict/rollback | 100% deterministic, predict/rollback |
| Bandwidth | Input only | Input only |
| What | A Unity SDK | The Balaur engine |
| Cost | Licensed, per CCU, starts at $100 | Free, MIT |
| Maturity | More than a decade | Very new |