This game was a highlight at Code BEAM Lite London and Code BEAM America.
For those attendees lucky enough to experience AstroBEAM, Hernán Rivas Acosta now takes you behind the scenes in his latest webinar to show how it all came together.

Inside the webinar:
Every multiplayer game’s network architecture involves its own set of design trade-offs, from protocol choices like TCP vs UDP to decisions around tick rate, reliability, and latency management. In this webinar, Hernán Rivas Acosta shares how he thinks about game servers and how to develop them. Using his retro-style game AstroBEAM as a jumping off point, he discusses many of the options and techniques he had to choose and why they were tailored to different types of games.
What you’ll learn:
- Why do different games have such different network models
- What makes a game responsive and “feel good”
- How to think about tick rates and latency