·기술 회고·1 분
Multiplayer networking reference (Ki Clash vs LoL / Valorant)
Created a standalone Korean networking reference doc that maps Ki Clash code onto real-time multiplayer concepts, doubling as Toronto game/systems interview prep.
What
Added docs/multiplayer-networking.md, a permanent learning reference (~470 lines, Korean) explaining how real-time state sharing actually works. It doubles as Toronto game/systems interview prep.
Why
Two questions prompted it: "how does real-time state sharing actually work?" (a WebSocket conceptual gap) and "how do LoL/Valorant do it so smoothly?". Rather than answer inline, the explanation was captured as a reusable doc, intended as reference when discussing Phase 3 (PvP hardening) and Phase 5 (Go server).
What the doc covers
- A latency budget framework as the organizing principle, contrasting turn-based 5000ms vs FPS 8ms budgets.
- Two architecture patterns: server-authoritative vs latency hiding.
- 5 core techniques: client-side prediction, server reconciliation, lag compensation, high tick rate, and UDP/QUIC.
- Supplementary techniques: interpolation, delta compression, regional servers, spectator delay, and lockstep.
- A mapping of Ki Clash code (which file does what) onto the abstract networking concepts to make them concrete.
- An interview-ready answer template, a keyword list, and a curated reading list (Gambetta, Valve, Glenn Fiedler, Riot Eng Blog).
Decisions
networking-ref-language— Language of the reference doc: Korean — chosen per Jason's request.networking-ref-placement— Where to place the networking explanation: a standalone doc rather than embedded inspec.md— it is reference material, not product spec.networking-ref-style— How to teach the abstract concepts: concrete Ki Clash code snippets mapped to abstract concepts — makes it real, not just theoretical.
Commits
0e289da— docs: add multiplayer networking reference (Ki Clash + LoL/Valorant)