Multiplayer Networked Repair System
Sole Engineer
- Unreal 4
- Multiplayer
- Networking
- C++
A networked multiplayer proof of concept: machines in the world randomly break and players must repair them. Everything is synced — players can work together on one machine or split up across several, and all state lives server-side while syncing the minimum necessary to stay performant.
Built in Blueprint and C++ around a host-player model: the host keeps authoritative state while every other player sends input/movement to the server. To keep interactions feeling immediate, the client fakes the result locally and interpolates in the server's actual result. When the client guesses wrong, it sees more visible smoothing (a mild rubber-banding effect); when the connection is smooth and the guess is right, everything feels instantaneous and accurate.