A networked multiplayer mashup of pong and brick break, using RakNet, OpenGL, and C++
This game runs with two clients connected to a server. The server is authoritative, and the clients implement dead-reckoning by only sending data when important events occur, such as a ball bouncing, a block breaking, etc. The game is simulated on the clients and server for smooth gameplay, but the only data the clients themselves can send is key presses.
Data is only sent when these events happen, making efficient use of bandwidth, and gameplay is accurately synced across clients.