Topic: multiplayer
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Client prediction and reconciliation with an authoritative server
Predict local input immediately, reconcile against the matching authoritative command, and replay unacknowledged input while keeping visual correction separate.
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Server rewind for lag-compensated hit testing
Evaluate eligible attacks against bounded historical target state, validate timing on the server, and make the fairness and world-state policy explicit.
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Unreal gameplay framework: place rules, shared state and possession deliberately
Separate server rules, replicated match information, player control and the possessed body so respawning and multiplayer do not mix their responsibilities.
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Snapshot interpolation: buffering a stable remote timeline
Render remote state between timestamped snapshots, choose a delay that tolerates network jitter, and handle missing samples without confusing interpolation with prediction.
Machine-readable: JSON