This document discusses techniques for networking multiplayer online games. Massively multiplayer online (MMO) games face challenges with network bandwidth limitations and latency. Client-server architecture is commonly used, where the server runs the game logic and clients connect to it. The server simulates the game in time steps or ticks and processes commands from clients. Client-side prediction is also used, where the client predicts its own movements locally to reduce latency effects and smooth the gameplay experience. Shooting prediction further accounts for latency by having clients lead targets based on their latency. The server reconciles all inputs by processing them based on their timestamps.