This document discusses various approaches to network programming for multiplayer games. It begins by comparing synchronous peer-to-peer and client-server architectures. It then covers topics like latency, desync issues, client-side prediction, and authoritative servers. The document also discusses specific examples from games like Quake and strategies like UDP, TCP, snapshots, and web technologies like WebSockets. Overall it provides an overview of fundamental networking concepts for multiplayer games.
58. All credits to Fabien Sanglard: http://fabiensanglard.net/quakeSource/quakeSourceNetWork.php
Code: https://github.com/id-Software/Quake/blob/master/QW/client/net_chan.c