Below you will find pages that utilize the taxonomy term “Multiplayer”
Posts
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Lua for Game Development — Chapter 16: Multiplayer, Netcode, Sync Models & Lag Compensation
Multiplayer is the hardest part of game development.
This chapter covers the exact models used by:
- Fortnite
- Apex Legends
- Overwatch
- Rocket League
- Factorio
- StarCraft II
- Roblox
- Unity Netcode / Unreal replication
You will learn the following sync models:
- Lockstep (deterministic strategy / SLG)
- Snapshot interpolation (action games)
- Client-side prediction & reconciliation
- Entity replication (position/rotation/state)
- Combat sync
- Bullet/projectile sync
- Lag compensation (server rewind, hit-scan)
- Anti-cheat considerations
Lua is excellent for netcode:
Game Server Development Series
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Game Server Development Series — Part 1: Introduction to Online Game Servers
Online multiplayer games—from small casual titles to massive MMOs—are powered by one critical element:
the game server.
This chapter gives a clear, friendly, and complete introduction to what game servers are, why they exist, how they work, and what technologies surround them.
It is written for total beginners, but structured with the accuracy expected of modern production systems.
1. What Is an Online Game Server?
A game server is a backend program running on a remote machine.
It manages all shared rules, simulation, and persistence in a multiplayer game.