PinnedNicola GerettiNetcode at Super Bit Machine: Multiplayer FirstFirst time I read about the Quake network model, it blew my mind.Aug 2, 20211Aug 2, 20211
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…May 3, 2023May 3, 2023
Nicola GerettiNetcode Series Part 6: Matchmaking Cross-Platform and Cross-Region“This game has great matchmaking!” — said nobody, ever.Sep 22, 20211Sep 22, 20211
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…Sep 16, 2021Sep 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…Aug 31, 20212Aug 31, 20212
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…Aug 24, 2021Aug 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…Aug 17, 2021Aug 17, 2021