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Game Networking Concepts

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Network Topologies

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Network topologies refer to the layout of the systems connected in a network. Multiplayer games often use peer-to-peer or client-server topologies to facilitate gameplay.

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Interpolation

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Interpolation is a technique used to smooth out gameplay by estimating intermediate game states between received updates in a multiplayer game, reducing the impact of latency.

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Client-Server Model

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The client-server model is a centralized approach to game networking where individual clients connect to and communicate through a central server.

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State Synchronization

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State synchronization is the continuous process of aligning the game state across different clients and servers in a multiplayer game environment.

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Server Tick Rate

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Server tick rate is the frequency with which a server updates game state. A higher tick rate can provide a smoother and more accurate multiplayer experience.

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Lag Compensation

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Lag compensation is a technique used by game servers to account for latency, making sure that player actions are registered in the correct time frame in multiplayer games.

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Latency

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Latency is the delay between a player's action and the game's response. It matters in multiplayer games to ensure a fair and responsive experience for all players.

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Packet Loss

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Packet loss occurs when one or more data packets fail to reach their destination. In multiplayer games, this can result in choppy gameplay and missed movements or actions.

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TCP vs. UDP

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TCP (Transmission Control Protocol) and UDP (User Datagram Protocol) are two transportation protocols used in game networking. UDP is often preferred for its lower latency and overhead, despite offering no guarantees on delivery or order.

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Replication

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Replication is the process of synchronizing game state across multiple clients in a multiplayer game network to ensure all players see the same game world.

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Bandwidth

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Bandwidth refers to the amount of data that can be transmitted over a network in a given amount of time. In multiplayer games, sufficient bandwidth is required to ensure smooth gameplay without lag.

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Peer-to-Peer (P2P) Networking

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P2P networking is a decentralized approach to multiplayer game networking where each player's device is connected directly to others without a central server.

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Dedicated Server

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A dedicated server is a server used solely for hosting multiplayer game matches. It can provide a more stable and controlled environment for players compared to peer-to-peer hosting.

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Predictive Networking

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Predictive networking involves the game client making educated guesses about the state of the game world to provide a seemingly instantaneous response to player actions.

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Network Address Translation (NAT)

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NAT is a process used by routers to remap IP addresses on the local network to a single public IP address. In multiplayer games, NAT can affect connectivity and matchmaking.

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