To dramatically enhance the code I provided, I’ll incorporate key techniques and optimizations from QuakeWorld, as suggested by @doodlestein and detailed in the web results (Web:0, Web:1, Web:3). QuakeWorld, an optimized multiplayer version of Quake, is renowned for its low-latency, scalable network architecture, using UDP, client-side prediction, delta compression, and interpolation. I’ll apply these principles to @levelsio’s server-based multiplayer flight simulator, focusing on minimizing latency, reducing bandwidth, and ensuring smooth gameplay. Here’s an enhanced version of the code:
-
UDP for Low-Latency Communication:
- Use UDP (via
dgram
in Node.js for the server) for unreliable, low-latency updates, avoiding TCP’s overhead. For the client, I’ll simulate UDP behavior with WebRTC DataChannels in browsers, maintaining QuakeWorld’s approach.
- Use UDP (via
-
Client-Side Prediction with Dead Reckoning:
- Predi