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PublishedNovember 7, 2026 at 12:29 AM
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name: multiplayer description: Multiplayer game development principles. Architecture, networking, synchronization. allowed-tools: Read, Write, Edit, Glob, Grep, Bash metadata: version: "1.0.1"
Multiplayer Game Development
Networking architecture and synchronization principles.
1. Architecture Selection
Decision Tree
What type of multiplayer?│├── Competitive / Real-time│ └── Dedicated Server (authoritative)│├── Cooperative / Casual│ └── Host-based (one player is server)│├── Turn-based│ └── Client-server (simple)│└── Massive (MMO)└── Distributed servers
Comparison
| Architecture | Latency | Cost | Security | |
|---|---|---|---|---|
| Dedicated | Low | High | Strong | |
| P2P | Variable | Low | Weak | |
| Host-based | Medium | Low | Medium |
2. Synchronization Principles
State vs Input
| Approach | Sync What | Best For | |
|---|---|---|---|
| State Sync | Game state | Simple, few objects | |
| Input Sync | Player inputs | Action games | |
| Hybrid | Both | Most games |
Lag Compensation
| Technique | Purpose | |
|---|---|---|
| Prediction | Client predicts server | |
| Interpolation | Smooth remote players | |
| Reconciliation | Fix mispredictions | |
| Lag compensation | Rewind for hit detection |
3. Network Optimization
Bandwidth Reduction
| Technique | Savings | |
|---|---|---|
| Delta compression | Send only changes | |
| Quantization | Reduce precision | |
| Priority | Important data first | |
| Area of interest | Only nearby entities |
Update Rates
| Type | Rate | |
|---|---|---|
| Position | 20-60 Hz | |
| Health | On change | |
| Inventory | On change | |
| Chat | On send |
4. Security Principles
Server Authority
Client: "I hit the enemy"Server: Validate → did projectile actually hit?→ was player in valid state?→ was timing possible?
Anti-Cheat
| Cheat | Prevention | |
|---|---|---|
| Speed hack | Server validates movement | |
| Aimbot | Server validates sight line | |
| Item dupe | Server owns inventory | |
| Wall hack | Don't send hidden data |
5. Matchmaking
Considerations
| Factor | Impact | |
|---|---|---|
| Skill | Fair matches | |
| Latency | Playable connection | |
| Wait time | Player patience | |
| Party size | Group play |
6. Anti-Patterns
| ❌ Don't | ✅ Do | |
|---|---|---|
| Trust the client | Server is authority | |
| Send everything | Send only necessary | |
| Ignore latency | Design for 100-200ms | |
| Sync exact positions | Interpolate/predict |
Remember: Never trust the client. The server is the source of truth.