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Technical notes on gameplay feel, performance engineering and engine architecture. Most of them started as notes I took while fixing something.

Lag Compensation: Why Your Perfect Shot Did Not Count

How server-side lag compensation is actually built for shooters: the rewind buffer, the numbers that tune it, and the point where the window has to stop.

30 June 2026 network 13 min read

The simplest way to explain client prediction

Multiplayer movement looks complicated. It is really three steps: predict, compare, correct.

11 March 2026 network 13 min read

Dedicated server architecture: 48 players per container

We split the authoritative game server from the backend, rebuilt matchmaking and room allocation, and measured the real cost per concurrent player.

18 December 2025 network 12 min read

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