Network-agnostic, high-level game networking library for client-side prediction and server reconciliation (unconditional rollback).
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Updated
Jan 23, 2022 - Rust
Network-agnostic, high-level game networking library for client-side prediction and server reconciliation (unconditional rollback).
Client/Server Authoritative Multiplayer Framework for the Godot4 Engine
Netick is a C# networking solution for Unity.
Experiments with Client-Side prediction using unity and Mirror
A basic implementation of Flappy Bird with real-time multiplayer using Hathora
This a is a basic multiplayer setup based off Tom Weiland multiplayer tutorials. It contains client-side prediction, reconciliation, interpolation and lag compensation.
📒📐 Example of making client side prediction
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