Multiplayer & netcode
Make online play feel instant: fixed ticks, prediction for your own character, interpolation for everyone else and rollback.
1. Delta TimeSee why raw frame time cannot drive a shared simulation.
coreGame Feel
2. Fixed TimestepEvery input must mean the same simulated time on every machine.
coreSystems
3. Latency, RTT and JitterMeasure the delay, jitter and loss you are designing around.
coreNetworking
4. Client-Side PredictionYour own character responds at once, and the server stays in charge.
commonNetworking
5. Snapshot InterpolationOther players move smoothly from a few updates a second.
commonNetworking
6. Dead Reckoning and ExtrapolationGuess between updates and send only when the guess goes wrong.
commonNetworking
7. Lag CompensationLet shots hit what the shooter actually saw.
advancedNetworking
8. Deterministic LockstepSend only inputs and wait for everyone, the classic RTS model.
advancedNetworking
9. Rollback NetcodeRewind and re-simulate when precise timing rules out input lag.
advancedNetworking
10. Interest Management (Area of Interest)Send each player only what is near them, so servers scale.
commonNetworking
