Below you will find pages that utilize the taxonomy term “Prediction”
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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 5: State Synchronization
Real-time multiplayer games must constantly keep each player’s view of the world in sync with the authoritative game server.
This is one of the hardest challenges in networked game development because:
- Networks introduce latency
- Packets get lost or delayed
- Input arrival times differ
- Players have unpredictable connections
- Tick rates differ between client and server
- Bandwidth is limited (especially mobile)
State synchronization (“netcode”) is the art of making every player experience smooth, fair, and consistent gameplay, despite these constraints.