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	<title>Gamer24H | Trevor Collins | Activity</title>
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				<title>Trevor Collins replied to the topic Competitive Esports &#038; Pro Scene in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/rollback-netcode-in-competitive-fighting-games-fundamental-mechanics-and-deep-mathematical-modeling/</link>
				<pubDate>Fri, 23 Oct 2026 07:52:17 +0000</pubDate>

									<content:encoded><![CDATA[<p>Rollback netcode works because fighting games run on a fixed deterministic game loop, not a variable-framerate render loop. Each tick is exactly one frame (16.67 ms at 60 Hz), and both machines advance simulation state frame-by-frame in lockstep. Th&hellip;</p>
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				<title>Trevor Collins started the topic Scripting Engine Overhead: C++ Native vs Lua/C# Garbage Collection Spikes: Historical Paradigm Evolution and Next-Gen Architectural Projections in the forum Hearts of Iron IV - Historical &#038; Alt-History Runs</title>
				<link>https://gamer24h.com/forum/topic/scripting-engine-overhead-c-native-vs-lua-c-garbage-collection-spikes-historical-paradigm-evolution-and-next-gen-architectural-projections/</link>
				<pubDate>Fri, 16 Oct 2026 01:22:39 +0000</pubDate>

									<content:encoded><![CDATA[<p>Been stress-testing scripting backends across a range of setups for our tournament rig builds, and I keep hitting the same wall: those micro-stutters from garbage collection. In a competitive FPS, a 2ms GC pause is the difference between winning a s&hellip;</p>
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