About this project
This repository aggregates high-quality resources on multiplayer game networking (netcode) from industry experts and engine documentation. It organizes content into three main sections:
**Articles** (50+): Deep dives on synchronization challenges — latency, jitter, packet loss — and mitigation techniques like prediction, reconciliation, interpolation, rollback, and lockstep. Sources include GDC talks, engine wikis (Source, Unreal, Unity), studio blogs (Riot, Blizzard, Valve, Ubisoft), and academic papers. Topics span deterministic simulation, server-authoritative architectures, NAT traversal, hit registration, and anti-cheat.
**Videos** (40+): Conference presentations (GDC, Unreal Fest, Unity Unite) and technical interviews covering netcode postmortems for titles like Overwatch, Valorant, Destiny, Rocket League, Halo, and fighting games. Includes engine-specific streams on Unreal Replication Graph, Unity DOTS/Netcode, and Godot rollback tutorials.
**Libraries** (30+): Categorized by language — C/C++ (ENet, yojimbo, GameNetworkingSockets, GGPO, KCP, Snapnet), C# (Mirror, FishNet, Netcode for GameObjects/Entities, Photon, LiteNetLib, DarkRift), Go (Agones, Nakama, GoWorld), Godot (Snopek's Rollback, Delta Rollback), Java (SmartFoxServer), JavaScript (Colyseus, Socket.io). Each entry links to the project repository or documentation.
The list is maintained as a reference for developers building real-time multiplayer systems across genres (FPS, RTS, fighting, MMO) and engines.
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