Fast-Paced Multiplayer Implementation Series

Posted on January 01, 2018

Gabriel Gambetta’s series on fast-paced multiplayer is an excellent resource. You can find the first article here, and the live demo here.

I used it as a roadmap to implement a multiplayer game prototype, where I discovered issues and challenges in my implementation of the techniques that it describes. I want to share the solutions I find to these problems as I continue tinkering with my prototype. I’ll be re-using Gabriel’s live demo to do that.

Here are the entries in my ongoing series. The articles without a hyperlink are planned but haven’t been released yet.


  1. Modeling network conditions
  2. Message delivery types over UDP
  3. Netlib + Client-side prediction and server reconciliation
  4. Smooth server reconciliation
  5. The theory of relativity (clock synchronization)
  6. Preventing timehacks and speedhacks
  7. Entity extrapolation and interpolation
  8. Lasers
  9. Rockets
  10. The biggest challenge of all
  11. Demo game
  12. Case studies
  13. …and maybe some more as the series progresses…

All the source code (in TypeScript) can be found in this repository, each branch belonging to a different article.

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