MOHAA Netcode Visualization

A two-part visualization: remote entity snapshot interpolation/extrapolation, plus local-player client-side prediction and server reconciliation.

Controls

Hover the dotted labels for plain-English explanations.

Simulation variables

150 units/s
3.0s

Network variables

200 ms
0%
0 ms

Netcode variables

20 FPS
20 snapshots/s
30 packets/s
1
100 ms
0 ms

Live world

Top lane: remote enemy snapshot smoothing. Bottom lane: local player prediction and reconciliation.

Actual Server Client Packets
Remote entity lane
Local player lane
Legend
▲ actual ▲ server ▲ client
Packets
● client → server ● server → client ● lost
Input
Arrow keys or WASD move the local predicted player.

Stats

What this demo is, and is not

Remote entities: the red client marker is rendered from received server snapshots. When two snapshots bracket render time, it interpolates; when it runs out of future data, it extrapolates for a capped time.

Local player: the red marker moves instantly from input. The server simulates delayed authoritative commands, then the client reconciles and replays unacknowledged commands.

Simplification: real MOHAA/OpenMOHAA has full player physics, collision, delta-compressed snapshots, reliable commands, rate limits, and richer entity state. This is intentionally a visual model, not a protocol emulator.