Howdy folks,
My name is Jeremy, I was browsing around gamedev.net and saw this forum. I've been working on learning Netcode for a year now and am working on my second iteration of netcode (using Lidgren underneath). The first version worked well enough (you can see some of the videos on YouTube under Buckwild Games Colorado - Projekt Hunter). In the first version I implemented authoritative server functionality, client side prediction, client sync rewind & playback, remote player interpolation and a whole bunch of client side rendering tuning (graceful rotational sync, etc).
I'm currently building a demo game to test my second version of netcode which has updates over the first version. I think the biggest update is that it is portable and also that previously I was doing resync/interpolation only on buffered server updates, this new version will include resync/interpolation per game tick re-inflated from the bundled server update similar to valve/CS-Go). I've also added server controlled entities (AI streaming) and render spawning.
Once I get the second demo game up I'll publish a website and link it back here. I'd love for developers/people with industry netcode experience to help/review my code and make recommendations.
My goal is to develop libraries that can be used with various engines for specific game types. I have dreams of even supporting client side hit validation/trusting like Counter strike.
Please shoot me a message if you have netcode experience and would like to contribute to the learning process.
-Jeremy/Jarmo