How to Think About Game Servers (Pt 2)

Presented by: Hernan Rivas Acosta

About this talk

In the first webinar, Creating a Multiplayer Game Server in Elixir, we saw Hernan Rivas Acosta bring the foundations of his multiplayer game server together, exploring netcode, network protocols and client-server synchronisation.

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Now, Hernan is back with an updated game simulation. In Part 2, he uses practical code examples to show how latency, jitter and lag compensation affect real-time gameplay.

What you’ll learn:

  • How to synchronise clocks and ticks between game clients and servers
  • How latency and jitter affect real-time multiplayer games
  • The strengths and limitations of different lag compensation techniques
  • How input delay, smoothing and simulation rewinding work in practice

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