On June 30, 2012, the Quake3 network model was highlighted for its elegance. UDP/IP is favored over TCP/IP for its lower latency, with encryption and compression features. The server side efficiently sends updates to clients using snapshots and memory introspection. Clients receive gamestate updates while servers manage propagating gamestate accurately. The system automatically generates partial or full updates, efficiently handling lost packets. A clever use of C language allows for memory introspection for snapshot comparisons. The NetChannel module strategically slices messages for efficient transmission. Reliable and unreliable messages are handled seamlessly, ensuring essential information delivery. The simplicity and efficiency of the network model shines through in its design.
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