I’ve been learning about Multiplayer Game Networking to understand how clients and a server interact under different network conditions, similar to the classic demo by Gabriel Gambetta (if you haven't seen it, check it out https://www.gabrielgambetta.com/client-side-prediction-live-...). As part of this, I’ve been working on improving my own version of that demo:
https://github.com/runawaytanks/demo
Why I built this?
I wanted to dive deeper into client-side prediction, network latency, and how to keep things in sync between the server and clients in a multiplayer game. This demo simulates two players interacting with a server while factoring in RTT (round-trip time) and the delays it introduces.
Instead of constantly measuring RTT, I tried a different approach by using a fixed client simulation offset (50ms) to smooth out delays without the need to constantly track RTT. But I’m not sure if this is the best strategy as network conditions can change.
I’d love any feedback or suggestions on the code, logic, or even alternative approaches!