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How to hide network latency and keep sprites gliding. TL;DR 📝 Use a small interpolation buffer for remote entities, predictable movement math for prediction, and a modest smoothing factor to blend authority and responsiveness. Related Articles O...

Turning O(n²) neighbor searches into silky smooth herding behavior. TL;DR 📝 We'll walk through concrete optimizations—spatial grids, zero-copy neighbor lookups, squared-distance checks, and how profiling guided the changes that let Shepherd's World...

From WebSocket handshake to happy sheep — a gentle walk through an authoritative Colyseus + PixiJS architecture. TL;DR 📝 Learn how a small set of clear architectural rules (authoritative server, deterministic movement, fixed timestep, and segregati...

Welcome to Day 2 of building our customizable Tic Tac Toe game! After setting up the Pass & Play mode, I’m diving into Connect & Play — a feature that lets players connect remotely and play in real-time from separate devices. Today’s focus is on impl...

Our goal today In my previous article, we went over how easy it is to have 2 players join a multiplayer session from 1 device, each using a separate set of keyboard keys for movement input, and here’s how that looks: The 2 blue cubes are owned and ...

Context A few days ago, I attended a game development meetup in Bogotá, Colombia. At the event, I was invited to come and give a talk about Unity’s new multiplayer features in Unity 6, using Netcode for GameObjects as the netcode solution. During the...
