A downloadable game

Prototype has completely authoritative movement on the server,  client side prediction, and lag compensation. 

  1.  To start hit the client button.
  2.  Look if there are any rooms.
  3.  If there are no rooms. I'm not testing right now.
  4.  If there is a room join! I'm testing!

Resources I used to make this.

Source Multiplayer Networking

Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization

Photon Bolt

Client Server Architecture


Builds.rar 18 MB