This is an implementation of various techniques used in real-time multiplayer video games to minimize the effects of latency and limited bandwidth. A networked tennis-like game was created that uses methods such as state reconciliation, client-side prediction, and interpolation.
More information is available here: http://julianmiller.ca/blog/ping/
- SFML 2.1.X: https://www.sfml-dev.org/
- Provides higher-level networking functionality and OpenGl rendering