Haha, really happy you like the series so far, and that you’ll keep on following my stuff! :)
I’m really touched by your comment and I do hope that this can inspire more people to join the dev community, it’s always nice to talk with new programmers :D
Even if I don’t dive into the lockstep model in this series, it is indeed a very interesting topic and I might cover it in a standalone/side series… I’ll definitely give this a thought, thanks for bringing it to my attention!
Just a note, though, before I forget: I know the lockstep model is mainly to lighten the load on message and communication, but if you ever have troubles rendering lots of things on the screen in Unity, I think you should take a look at their new feature called “ECS”, for Entity Component System (dates back to ~2019 I think). It’s designed specifically to allow for heavy scenes and large computation, so it may interest you…
Cheers! ;)