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Multiplayer Game Architecture: Netcode, Serialization & Server Design

Design scalable multiplayer netcode with client-side prediction, server reconciliation, and state compression.

Summary

Competitive multiplayer games require client-side prediction to eliminate perceived latency, server reconciliation for authoritative hit detection, and lag compensation rollback buffers.

1. Client-Side Prediction & Server Reconciliation

Clients execute player movement inputs immediately while sending input packets to the server. If the server state differs, the client rewinds and re-simulates physics frames seamlessly.

About the author

Dharmik Gohil, founder of HEWN CRAFT.

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