Authority, replication and responsive combat
A multiplayer architecture begins with the actions that must feel immediate and the state that must remain trustworthy. We define authority per system, choose what is predicted, decide how divergence is reconciled and establish the bandwidth and update budgets that the game loop can sustain.
Fast combat, embodied VR interaction and a modifiable voxel battlefield need different replication strategies. We use representative latency, jitter and loss during development so responsiveness is evaluated under production conditions rather than only through a low-latency local test.
- Server and client authority models
- Prediction and reconciliation
- Replication and bandwidth budgets
- Latency and packet-loss testing
