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Custom multiplayer server / replication / debugging

Networking for a multiplayer basketball simulation

Multiplayer basketball simulation in development.
Multiplayer basketball simulation in development.

I worked on a multiplayer basketball simulation, specifically on replication and debugging. My role was on the networking side of the project rather than building the whole game.

I built a multiplayer server with custom netcode to support multiple human players alongside AI-controlled players. That also meant replicating the relevant behaviours and interactions across the multiplayer session.

The work included getting those systems connected and debugging the multiplayer behaviour. I'm keeping the project details limited here, but the main contribution was the server and replication work behind the game.