Networked Multiplayer

Physics Tag

Unity C# Client-Server Networking Multiplayer

Overview

Physics Tag is a networked multiplayer game built on a full client-server architecture, capable of connecting up to 4 players from geographically distributed locations across the United States with playable latency. The project was a deep dive into the fundamentals of game networking — from building and deploying remote server infrastructure to implementing custom prediction models that keep gameplay smooth under real-world network conditions.

The core design challenge was making a fast-paced tag game feel responsive while keeping all movement server-authoritative. This required a "Simulated Physics" approach using kinematics — movement that feels physics-driven and fluid from the player's perspective, but stays fully deterministic on the server.

Noteworthy Systems

Full Client-Server Architecture

Built a complete client-server networking model with remote server hosts that connected players from across the United States. The server was deployed and accessible over the public internet, going well beyond local network play.

Simulated Physics via Kinematics

Instead of using a physics engine (which introduces non-determinism), movement was modeled with kinematics equations. This gave players the sensation of physics-based movement — with acceleration, friction, and momentum — while keeping the simulation fully deterministic for the server's authoritative model.

Custom Client-Side Prediction & Interpolation

Implemented a client-side prediction system that applied player inputs locally before the server confirmation arrived, then reconciled with server state. Combined with interpolation, this eliminated perceived input lag and kept movement smooth even under latency — without sacrificing server authority.

Networked Game State & Lobby

Built a complete tag game with synchronized networked variables supporting up to 4 players. Game state — including who is "it," player positions, and scores — was fully replicated across all clients through a lobby connection system.

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