Egemen G.’s Post

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Co-Founder at Alphy

I never really understood how the multiplayer games are distributed systems before. This is an excellent series from Gabriel about having a fast paced multiplier system over a non-instantaneous network, mainly about the techniques to employ, in order to present a reasonable and enjoyable experience to the players. Striking a good balance between strongly consistent authorative server and p2p clients, is a delightful tradeoff problem as it gets. Strongly recommended. https://lnkd.in/dikBYjAC

Fast-Paced Multiplayer (Part I): Client-Server Game Architecture

Fast-Paced Multiplayer (Part I): Client-Server Game Architecture

gabrielgambetta.com

Sinan Akpolat

Figuring out the next steps...

7mo

Always has been :) There was this paper from 2000 about Quake titled "Quake: An Example Multi-User Network Application | Problems and Solutions in Distributed Interactive Simulations"

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