The chapter explores the technical complexities of rendering fast-paced multiplayer games, emphasizing client-side prediction and server reconciliation to minimize delays and ensure gameplay synchronization. It discusses the role of servers in managing game states and physics simulations, highlighting challenges like rubber banding and handling player interactions. The conversation also touches on designing levels around network constraints, maintaining server-side authority to prevent cheating, and strategies to combat unfair advantages like aimbots.
Gabriel Gambetta is a Senior Software Engineer at Google where he works on YouTube. He’s an expect in computer graphics and game development, and is famous for his articles on engineering fast-paced multiplayer games.
Gabriel joins the show to talk about his history with game development, client-server game architecture, rubber-banding, raytracing, rasterizers, and much more.
Joe Nash is a developer, educator, and award-winning community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry’s Mod, and game development remains his favorite way to experience and explore new technologies and concepts.
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