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In a client/server architecture it is not required that client and server are implemented in the same programming language. They usually communicate by sending raw data via network sockets. So you can choose the technology for each component separately, depending on your requirements, skillset and personal preferences. An exception would be when you want to ...


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The concept is that the new position is just predicted. When the next server-side position is received, client prediction is disabled. The client just guesses the future positions until the server verifies them. Most game servers take the delay in account as well. In every client message the timestamp of the local player is sent. The server can now speed ...


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Thread handling is always a pain and the source of countless obscure and irreproducible bugs. I would recommend you to leave the thread management of the receiver threads to the operating system and use Non-Blocking IO with Selectors and SocketChannels. This allows you to handle hundreds or even thousands of sockets with a single thread. A common NIO ...


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When you make an online game where multiple connections to clients will be made, you want to read from them as fast and soon as possible. Inducing lag on the server side is a bad idea, especially for packets that need to be treated fast. The best way to handle these connections is to have one thread running for each client. Most networking engines will ...



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