[![Build Status](https://travis-ci.org/oniproject/oni.svg?branch=master)](https://travis-ci.org/oniproject/oni) [![Latest version](https://img.shields.io/crates/v/oni.svg)](https://crates.io/crates/oni) [![Documentation](https://img.shields.io/badge/docs-master-blue.svg)](https://oniproject.github.io/oni/oni) [![License](https://img.shields.io/badge/license-MIT%2FApache-blue.svg)](COPYNG) ## References - How do multiplayer games sync their state? [en: [1](https://www.cakesolutions.net/teamblogs/how-does-multiplayer-game-sync-their-state-part-1), [2](https://www.cakesolutions.net/teamblogs/how-does-multiplayer-game-sync-their-state-part-2)] [ru: [1, 2](https://habr.com/post/328702/)] - Fast-Paced Multiplayer [en: [1](http://www.gabrielgambetta.com/client-server-game-architecture.html), [2](http://www.gabrielgambetta.com/client-side-prediction-server-reconciliation.html), [3](http://www.gabrielgambetta.com/entity-interpolation.html), [4](http://www.gabrielgambetta.com/lag-compensation.html)] [ru: [1, 2](https://habr.com/post/302394/), [3](https://habr.com/post/302834/), [4](https://habr.com/post/303006/)] [[Demo](http://www.gabrielgambetta.com/client-side-prediction-live-demo.html)] - [Glenn Fiedler's Game Development Articles](https://gafferongames.com/) - [ValveSoftware/GameNetworkingSockets](https://github.com/ValveSoftware/GameNetworkingSockets/blob/master/src/steamnetworkingsockets/clientlib/SNP_WIRE_FORMAT.md)