After we’ve dealt with setting up the server and the client, there’s one last thing to do in order to make the game smooth: how to compensate lags between them.
Now that we have the server ready, we can start working on the client side. Soon we will finally be able to actually play our game over the network!
In the previous part of the series, we’ve implemented an offline game and got ourselves ready to tackle the multiplayer. This time we’ll get our hands dirty fleshing out the server part.
Developing smooth multiplayer action games was always somewhat baffling to me. How should I split client-server responsibilities and make up for network latencies so that game action seems instant? I wanted to find answers to those questions and if they spark your curiosity too, read on!