Game Networking Weekly #1
Welcome to the first issue of Game Networking Weekly: a short selection of articles and tutorials about making multiplayer games work, with an emphasis on the recent and relevant, but with a pinch of throwback and adjacent content as well.
Networked Physics - Gameplay Tutorial Wayback
Explores a two-way tether with resimulation.
Some history around Titanfall and Apex Legends multiplayer Wayback
Looks back at his work at Respawn. Rewriting the server snapshot and delta compression system more than halved server bandwidth and CPU use, allowing them to bump the server tick rate 10Hz to 20Hz.
How 2XKO Handles Online Play Wayback
Explains how Riot combines rollback with a client-server architecture for four-player matches. The server gives the game a central authority for input and time, helping distribute rollback fairly between players.
Game Networking Weekly was created under Riot Games’ “Legal Jibber Jabber” policy using assets owned by Riot Games. Riot Games does not endorse or sponsor this project. Riot Games policy