Architecture Digest
Aug 13, 2016 · Game Development
Doom 3 Network Architecture: Client/Server Model, Snapshots, and Compression Techniques
The article explains Doom 3's deterministic client‑server network architecture, describing how player inputs are sent to the server, how compressed state snapshots are returned at 10‑20 Hz, and the UDP‑based reliable/unreliable messaging and compression methods used to keep the game synchronized.
Client-ServerDoom3Game development
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