Multiplayer game showcasing client-server networking, client-side prediction, dead reckoning, and deterministic replay systems.
Overview#
Omega Race was a networking-focused project centered around extending an existing game with multiplayer capabilities. The primary objective was to implement a client-server architecture while exploring techniques used to improve responsiveness and reduce the effects of network latency.
Beyond networking, the project also introduced a deterministic replay system capable of recording gameplay as a sequence of commands. This allowed games to be replayed exactly as they occurred, providing a valuable debugging tool while demonstrating the benefits of data-driven game logic.
Quick Facts
| Status | Completed |
| Team Size | Solo |
| Duration | April 2025 - Jun 2025 |
| Language | C# |
| Version Control | Perforce |
| Platform | Windows |
Technical Highlights#
Implemented several networking techniques commonly used in multiplayer games while building tools to improve debugging and testing.
Client-Server Networking
Highlights#
- Client-server architecture
- State synchronization
- Network message serialization
The project extends the original game with a client-server networking model, allowing multiple players to participate within the same game session. Player state and gameplay events are synchronized across the network through serialized messages, ensuring all connected clients maintain a consistent view of the game.
Prediction Algorithms
Highlights#
- Client-side prediction
- Dead reckoning
- Latency compensation
To improve responsiveness under network latency, two prediction techniques were implemented.
Client-side prediction allows player movement to respond immediately to local input without waiting for confirmation from the server, significantly reducing perceived input delay.
Dead reckoning predicts the future position of remote players using previously received movement information, producing smoother motion while reducing visible network jitter.
Together, these techniques create a more responsive multiplayer experience despite the inherent delays of network communication.
Replay System
Highlights#
- Command recording
- Deterministic playback
- Data-driven debugging
One of the project’s most useful tools was a deterministic replay system. Rather than recording video, the engine records gameplay as a sequence of player commands that can later be replayed to reproduce the same game session.
Because gameplay logic is data-driven, replay files can be used to reproduce bugs, verify gameplay behavior, and repeatedly test networking changes without requiring live multiplayer sessions.
Challenges & Lessons
Omega Race introduced me to many of the challenges unique to multiplayer game development. Unlike single-player gameplay, networking requires balancing responsiveness with consistency while accounting for latency and packet delays.
Implementing client-side prediction and dead reckoning demonstrated how modern multiplayer games maintain a responsive experience despite imperfect network conditions. Developing the replay system also reinforced the value of deterministic game logic, showing how recording gameplay as commands can simplify debugging and regression testing.
This project provided my first practical experience with multiplayer networking and established a foundation for understanding more advanced networking techniques used in modern games.