This project simulates a simple multiplayer game server where multiple clients can move avatars in a shared 2D space. The README includes local run, Docker, and server test instructions.
The implementation centers on UDP networking, goroutine-based client handling, packet sequencing, disconnect monitoring, movement broadcasts, client prediction, and interpolation concepts.
Designed around UDP for low-latency game-state updates.
Supports multiple spawned clients for multiplayer simulation.
Includes client-side prediction and interpolation concepts.
Documents future paths like auth, persistence, consensus, and dead reckoning.