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game Advanced 21 lessons

Multiplayer Networking

Connect players globally. Master replication, latency compensation, client-side prediction, and authoritative server architecture.

Multiplayer is the hardest challenge in game dev. This course teaches the architecture of real-time networking. You will learn the difference between Dedicated Servers and Peer-to-Peer. Master techniques to hide lag: Client-Side Prediction, Server Reconciliation, and Entity Interpolation. We utilize middleware like Mirror (Unity) or Unreal's Replication system to sync player movement and state securely. Essential for FPS, MOBA, and RTS developers.

100% Free & Lifetime Access
⏱️ 5-Minute Lessons (Bite-sized learning)
🚀 21-Lesson Path (Independent modules)
📱 Mobile Friendly (Learn anywhere)
Netcode Team
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Secure Enrollment via SSL

Complete Course Syllabus

  • 1
    Network Models
    P2P vs Client-Server and Authoritative logic.
  • 2
    Replication
    Syncing variables and spawning objects across network.
  • 3
    Lag Compensation
    Prediction, Reconciliation, and Interpolation techniques.
  • 4
    RPCs & Events
    Sending remote procedure calls for specific actions.
  • 5
    Bandwidth Opt
    Snapshot compression and area-of-interest filtering.

Estimated completion time: 21 lessons • Self-paced learning • Lifetime access

Career Outlook

Estimated Salary
$130k - $180k

Career Paths

Network Programmer $130k-$175k
Multiplayer Eng $120k-$170k
Backend Game Eng $125k-$165k

What You Will Learn

Architect authoritative server models to prevent cheating
Implement Client-Side Prediction for responsive movement
Sync game state using Replication and RPCs
Optimize bandwidth using interest management
Handle latency and packet loss gracefully

Skills You Will Gain

Network Architecture Replication Lag Compensation UDP/TCP Security

Who Is This For

Network Engineers
Senior Game Devs
Multiplayer Architects

Prerequisites

Advanced Coding
Game Physics

Multiplayer Networking FAQs

Hard?

Yes, debugging async network issues is difficult.

Middleware?

We use Mirror/Photon but teach underlying concepts.

Cheating?

Authoritative servers are the main defense covered.

MMOs?

We cover room-based; MMOs require extra scale tech.

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