clock synchronization NTP and PTP
Notes on clock synchronization with NTP and PTP.
Notes on clock synchronization with NTP and PTP.
Why player state is current while the replicated world is delayed, and why synchronized physics must run in one place.
Parent-first object ordering, UDP replication, and object ID minting.
How Candy Cane Games implemented use server in its networking layer.
This is the first post on the Candy Cane Games blog.