● Added a Client-Server network layer to Omega Race game for 2 players in C#.
● Created and serialized packet data types, sending them over the network with Lidgren library.
● Programmed data-driven queues for processing incoming and outgoing network packets.
● Synchronized game state with a Lock-Step protocol and Cristian’s algorithm for clock synchronization.
● Implemented Client-Side Prediction and Dead Reckoning to compensate for network latency.
● Created a debug tool to record game sessions in real-time and play them back to reproduce errors.