2,152 reputation
411
bio website gabrielgambetta.com
location
age 33
visits member for 3 years, 4 months
seen 2 days ago

Software Engineer at Google Zürich.

I write stuff in my website. The most popular here is the Fast-Paced Multiplayer series.

Former Founder, Director and CTO of Mystery Studio, a small independent game developer.


Aug
5
answered What's the minimum viable product to present a game to a publisher?
Aug
3
suggested suggested edit on Real-time multiplayer game server development
Aug
3
suggested suggested edit on Client side prediction on FPS game
Aug
3
revised How does client-side prediction work?
Updated link.
Aug
3
revised Lag compensation with networked 2D games
Updated link.
Jul
31
comment Client side prediction on FPS game
The new 4th article (gabrielgambetta.com/fpm4.html) in my series explains how to make gunfire "precise". Beyond that, as usual just "predict" on the client (show blood or whatever) and obey the server.
Jul
30
comment Networking gampeplay - Sending controller inputs vs. sending game actions
BTW, the client also doesn't have to send updates continuously! Even if you render and process inputs locally at 60fps, you can (and should) buffer your updates and send them at a lower rate; this saves bandwidth and the server only updates at 10fps, so... in any case you will be sending inputs with timestamps.
Jul
30
comment Networking gampeplay - Sending controller inputs vs. sending game actions
No, the server should know. The client doesn't just send "I pressed this key", it sends "I pressed this key at this milliseconds and released it at this milliseconds".
Jul
30
comment How does client-side prediction work?
@O.R.Mapper - I finally wrote the 4th article! gabrielgambetta.com/fpm4.html
Jul
30
comment Client side prediction on FPS game
I am gabrielgambetta and I approve this message ;) Did you find anything unclear?
Jul
30
answered How to synchronize actions like jump in multiplayer?
Jul
30
answered Mobile Multiplayer games and coping with high latency
Jul
30
comment Networking gampeplay - Sending controller inputs vs. sending game actions
They usually do, in fact I got away with a 10fps server and a 60fps client with no problems. How it works is explained in detail in the 3rd article in the series, Client Interpolation: gabrielgambetta.com/fpm3.html.
Jul
30
comment per pixel based collision detection
Quadtree, not octree. Octree is for 3D. I don't think you really need a bounding circle for this, as the first level of the quadtree will discard the whole thing if they don't overlap at all.
Jul
30
answered Android Bitmap: Collision Detecting
Jul
30
answered Networking gampeplay - Sending controller inputs vs. sending game actions
Jul
29
answered Effort of impementing interpolation in networked Asteroids
Jul
29
answered Realtime multi-player game design principles for Node.js
Jul
29
answered Interpolating positions in a multiplayer game
Jul
29
answered Multiplayer Network Game - Interpolation and Frame Rate