- Implemented a client / server space-shooter game.
- Used the Winsock2 API.
- Dealt with numerous networking techniques, such as dead reckoning, response mechanisms for player timeouts, etc.
- Allowed for one person to host, while multiple clients (up to ten) could join the same game.
- Clients were able to come and go and the server was able to shutdown and startup without any hangs on client simulations.
- Disconnected unresponsive players.