In this model the server (or authoritative peer) sends full game state updates:

  • Server updates state on events or at a fixed tick rate.
  • State packets include arrays of entity data with unique IDs.
  • Clients map received entity data to local entities by ID and update them.

This approach is network-bound: bandwidth scales with number of entities. It is simple to implement but may not scale to large simulations. Suitable when bandwidth is sufficient.

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