This sample shows how to use prediction and smoothing algorithms to compensate for network lag, making remotely controlled objects appear to move smoothly even when there is a significant delay in packets being delivered over the network.
This sample implements a simple multiplayer network session, using a client/server network topology where each computer sends its player input to the server, which updates the state of everyone in the session and sends results back to the clients.
This sample shows how to implement the user interface for a multiplayer networked game. It provide menus for creating, finding, and joining sessions, a lobby screen, and robust network error handling.
This sample implements a simple multiplayer network session, using a peer-to-peer network topology where each computer is responsible for updating the state of its locally controlled players.
Showcasing the new multiplayer features in XNA Game Studio, Net Rumble is a two-dimensional shooter where up to sixteen players compete online in a death match arena filled with asteroids and power-ups.