PinnedNicola GerettiNetcode at Super Bit Machine: Multiplayer FirstFirst time I read about the Quake network model, it blew my mind.5 min read·Aug 2, 2021--1--1
Nicola Geretti5 Lessons For Growing Engineering in Multiplayer Live-OpsDeveloping and maintaining a cross-platform multiplayer infrastructure at scale is hard. Hiring the right engineers to build, grow, and…7 min read·May 3, 2023----
Nicola GerettiNetcode Series Part 6: Matchmaking Cross-Platform and Cross-Region“This game has great matchmaking!” — said nobody, ever.6 min read·Sep 22, 2021--1--1
Nicola GerettiNetcode Series Part 5: Infrastructure (from Matchmaking to Play)Getting clients to play on a server quickly and effectively is a big feat. That’s certainly what, as a game developer, you should be…5 min read·Sep 16, 2021----
Nicola GerettiNetcode Series Part 4: Projectiles (Lag Compensation and Prediction)Great, so now you know how players move and how they’re synchronized between client(s) and server. Projectiles, like players, are entities…5 min read·Aug 31, 2021--2--2
Nicola GerettiNetcode Series Part 3: Player Movement (Input and Physics)Player movement is the most important aspect of physics in an action game. Speed, acceleration, friction, and each impulse applied defines…5 min read·Aug 24, 2021----
Nicola GerettiNetcode Series Part 2: Data Channels (Snapshots and RPCs)Ok, so we have a client running a phone, a PC, a console, it doesn’t matter. What matters is that you’re talking with a dedicated server…7 min read·Aug 17, 2021----