{"schemaVersion":1,"record":{"key":"resource/fast-paced-multiplayer","type":"resource","id":"fast-paced-multiplayer","lang":"en","title":"Fast-Paced Multiplayer","summary":"Explains authoritative servers, prediction, reconciliation, interpolation and lag compensation step by step. A conceptual starting point for networked games.","updatedAt":null,"status":"active","url":"https://gamemechanics.pro/en/resources/#resource-fast-paced-multiplayer","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/resource/fast-paced-multiplayer.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/resource/fast-paced-multiplayer.md","aliases":[],"tags":["article","","engineering"],"sourceIds":["source-10a0001856c71a41"],"sources":[{"id":"source-10a0001856c71a41","title":"Fast-Paced Multiplayer","url":"https://www.gabrielgambetta.com/client-server-game-architecture.html","verifiedAt":null}],"sections":[{"id":"principle","title":"When to use it","body":"Explains authoritative servers, prediction, reconciliation, interpolation and lag compensation step by step. A conceptual starting point for networked games."},{"id":"access","title":"Access","body":"The articles and demo are open. Transport, security and server operation require separate design."},{"id":"practice","title":"Try it","body":"Compare a delayed client’s behavior before and after client-side prediction."}],"relations":[],"placements":[],"supersededBy":[],"attributes":{"kind":"article","format":null,"language":"en","authors":"Gabriel Gambetta"},"endsAt":null,"provenance":"Original editorial recommendation. The external material retains its author’s rights.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors"}}