Introduction Hi, I’m Glenn Fiedler and welcome to Building a Game Network Protocol. In the previous article, we created a bitpacker but it required manual checking to make sure reading a packet from the network is safe. This is a real problem because the stakes are particularly high - a single missed check creates a vulnerability that an attacker can use to crash your server. In this article, we’re going to transform the bitpacker into a system where this checking is automatic.| Gaffer On Games
Introduction Hi, I’m Glenn Fiedler and welcome to Networked Physics. In the previous article we sent snapshots of the entire simulation 10 times per-second over the network and interpolated between them to reconstruct a view of the simulation on the other side. The problem with a low snapshot rate like 10HZ is that interpolation between snapshots adds interpolation delay on top of network latency. At 10 snapshots per-second, the minimum interpolation delay is 100ms, and a more practical min...| Gaffer On Games