Unity Realtime Multiplayer, Part 7: Architectures in Different Genresby@dmitrii
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Unity Realtime Multiplayer, Part 7: Architectures in Different Genres

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The article discusses diverse network architecture patterns in multiplayer games, outlining choices like lockstep, rollback, snapshot interpolation, and lag compensation. It explores their pros and cons, with lockstep emphasizing synchronization, rollback prioritizing instant command response, and snapshot interpolation balancing past and future object states. Each pattern's suitability varies based on gaming genres; for instance, real-time strategies benefit from lockstep, FPS games from rollback, and MMOs from snapshot interpolation. The article concludes that network requirements, data exchange formats, and genre specifics play pivotal roles in determining the most appropriate architecture for successful multiplayer gameplay.
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Dmitrii Ivashchenko

Crafting mobile games and robust backend systems for over a decade


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