Real-time state sync
Multiplayer game
- Send ticks over UDP
- Snapshots on a diet
- A waiting room for matches
- A server in each region
- Final test
Run a 64-player game. Send ticks over UDP, shrink snapshots, queue the joins of a match, and put a server in each region.
Final testAt 5:00 the flood moves to Asia: 3x traffic for 30 s. Your final board runs once more with a new traffic seed.
Stage 4 of 4 · 6 parts given · 11,540 requests/s
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