Game Networking Weekly #2
So I'm making a 1000 player multiplayer space game Wayback
Devoid of technical details but promises a game that keeps 1,000 player space ships visible without network LOD or distance culling and hundreds of additional networked entities. Worth keeping an eye on.
VALORANT's 128-Tick Servers Wayback
Traces the work needed to support 128-tick Valorant servers. A great look into the kinds of holistic optimizations you can apply when you are in control of the full software/hardware stack.
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Three nasty netcode bugs we fixed around Blightbound's launch Wayback
Three netcode failures that are easy to make and difficult to find.