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There's a lot of documentation on Multiplayer Network Models for games from the early 2000's (Quake3, Unreal, Counter-Strike, Source Engine) which go through concepts such as client-server architecture, latency compensation methods, prediction and delta-compression of game states.

However, as these models were rapidly improving (as you can tell from Doom to Quake1 to Quake3 and so on) I am led to believe that a lot of improvements probably happened after these as well. Therefore I am looking for documentation on a contemporary Multiplayer Network Model such as League of Legends or similar. It seems to me that LoL has an excellent model given how responsive and accurate it feels compared to a lot of alternatives.

Which is the latest well documented client-server Network Model for a twitch gameplay multiplayer game? Are the Source and Unreal engines continuously improved upon? Does CS:GO use the Source Engine of old?

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closed as too broad by Alexandre Vaillancourt, Josh Jun 13 '16 at 22:18

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Avoid asking multiple distinct questions at once. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

  • \$\begingroup\$ This question is too broad, you talk about some of the parts of networking implementations, perhaps you should ask about one of them (e.g. client-server architecture, latency compensation methods, prediction and delta-compression of game states.) \$\endgroup\$ – War Jun 13 '16 at 8:58
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    \$\begingroup\$ I'm not sure how to answer this but this would be an interesting read: Source Multiplayer Networking \$\endgroup\$ – Shaun Wild Jun 13 '16 at 9:00
  • \$\begingroup\$ @ShaunWild That's a good answer. But that's one of the documentations I've been reading up on. Basically what I'm wondering is if there's a more contemporary documentation of the exact same subject for a modern game such as League of Legends or similar. \$\endgroup\$ – Willem Jun 13 '16 at 9:18
  • \$\begingroup\$ I can't check because I'm in work but there are some interesting blogs on this website iirc. Riot Games Engineering \$\endgroup\$ – Shaun Wild Jun 13 '16 at 9:20
  • \$\begingroup\$ As of early 2017 I think Overwatch is pretty much state of the art. Tim Ford gave an excellent talk at GDC 2017. \$\endgroup\$ – yoyo Apr 26 '17 at 21:35