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Dimi
@builtbydimi
product eng @fal prev. co-founder + CTO of Lucent (acq. by @fal) software at Mercedes Formula 1 (amg hpp) imperial 22 all posts/opinions are my own
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Fable 5.2 + this prompt = near zero-lag multiplayer for any real-time game. What we learned: • Most lag is clock skew, not latency • Extrapolate to now, never interpolate the past • Client-authoritative movement, server as referee • P2P unreliable channels, server relay fallback • Error-decay smoothing, no snapping • Build the bench before tuning prompt in replies 👇
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Real-time multiplayer was the one thing my F1 game was missing. Fable 5.2 built it. 8 cars, full contact, 60 updates a second, peer-to-peer. On a good connection & car speed of 330 km/h, your rival is drawn within 19 cm (!!) of where they really are. Try it now, link below :)
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