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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: