Fast-paced multiplayer: an introduction to client-side prediction and server reconciliation
Creating multiplayer games is hard. One of the reasons is that networks are unreliable and laggy. In this talk we'll discuss several techniques to give players a smooth experience even under suboptimal conditions.
Gabriel is a software engineer at Improbable. Before Improbable he had spent four years as a software engineer at Google, and nine years running Mystery Studio, a small indie dev studio, where he started researching networking techniques for multiplayer games after making yet another match-three stopped being challenging