There’s a lot of very low level detail, but it basically comes down to sharing the workload between the servers and the player’s local.machine (the “client”) and having each connection to the server processed independently of the others so they don’t get mixed up.
If you’re in a game with another person, and they move to the left, the server doesn’t send the whole screen. It just sends a message that “player B moved to the left” and then your computer processes that instruction and draws the screen for you.
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