A look back at the Arma Reforger vehicle-networking article I was a leading contributor to, and how Bohemia later brought the same approach to DayZ's vehicle synchronization.
The first part of my master's thesis on next-generation networked games — examining games as an interactive medium and the technical limits of today's biggest multiplayer titles.
How multiplayer games keep everyone's world in sync — deterministic lockstep, snapshot interpolation, and state sync compared, with theoretical player-count limits for each.