Multiplayer Networking (aka game networking or netcode), mainly focuses on the inherent synchronization challenges of multiplayer online games such as latency, jitter and packet loss — trying to mitigate with sophisticated algorithms and techniques, including prediction, compensation, reconciliation, interpolation and other mechanisms. Multiplayer networking is often deeply involved in and integrated with other game systems like physics, animation and gameplay.
- 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond - Mark Terrano, Paul Bettner.
- Alvaro Jover-Alvarez's Blog - Various articles on Unreal Engine 5 multiplayer by Alvaro Jover-Alvarez.
- Arma's Server Authoritative Vehicles - Deterministic vehicle physics, prediction, input replay and reconciliation.
- Choosing TCP or UDP: a guide for game developers - Basic TCP vs UDP comparison by Heroic Labs.
- Close Look: Halo Infinite's Online Experience - Discussing netcode issues and mitigations by Richard Watson.
- Delta Rollback: New optimizations for Rollback Netcode - New ideas and optimizations by David Dehaene.
- Demolishing Wallhacks with Valorant's Fog of War - Fighting with wallhacks in Valorant by Paul Chamberlain.
- Determinism in League of Legends: Introduction - 4-part series on determinism in LoL by Rick Hoskinson.
- Don't use Lockstep in RTS games - Comparing Lockstep vs Client-Server Networking Models for RTS.
- Ethernet vs. WiFi - Connection over WiFi vs Ethernet metrics comparison by Viscarious from Riot Games.
- Explaining Delay-based and Rollback Netcode - Rollback netcode for fighting games by Ricky Pusch.
- Fast-Paced Multiplayer - Prediction, reconciliation, interpolation and compensation by Gabriel Gambetta.
- Fightin' Words, Netcode - Articles explaining how fighting games use delay-based and rollback netcode.
- Fight The Lag! The Trick Behind GGPO's Low Latency Netcode - An explanation of GGPO by Tony Cannon.
- Gaffer on Games - Glenn Fiedler's reliable-UDP protocol and game network development articles.
