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Network Interpolation and Client-Side Prediction in WebSocket Multiplayer Games

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1 months ago#1

When building real-time multiplayer games over standard WebSockets, network jitter and packet latency can cause units and players to stutter across the screen if you render server positions raw.

Implementing client-side prediction allows local inputs to render instantly, while entity interpolation buffers incoming server state packets by 50-100ms to smoothly blend movement between ticks.

How do you handle reconciliation when the server corrects a client's predicted position due to a collision or latency spike?

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