Developing smooth multiplayer action games was always somewhat baffling. How should you split client-server responsibilities and make up for network latencies so that game action seems instant? If they spark your curiosity too, read on!
This is the first part of the series, which introduces the offline game. Other parts include:
pt.2: The Server | pt.3: The Client | pt.4: The Lag Compensation
You can find the links to all parts inside. Hope you’ll like it!