Multiplayer Game Development Networking architecture and synchronization principles. --- 1. Architecture Selection Decision Tree Comparison | Architecture | Latency | Cost | Security | |--------------|---------|------|----------| | Dedicated | Low | High | Strong | | P2P | Variable | Low | Weak | | Host-based | Medium | Low | Medium | --- 2. Synchronization Principles State vs Input | Approach | Sync What | Best For | |----------|-----------|----------| | State Sync | Game state | Simple, few objects | | Input Sync | Player inputs | Action games | | Hybrid | Both | Most games | Lag Compensati…