Competitive shooter netcode
Design the authoritative netcode backend for a real-time competitive shooter with 64-player matches, a 64 Hz server tick, and a hard budget of <80 ms end-to-end input-to-render under typical 40 ms RTT. Players spread across regions; you must run thousands of concurrent match instances. Cover the transport, how the simulation stays authoritative, how clients hide latency, and how you keep cheaters from forging movement.
What a strong answer looks like
Clarify scale and constraints first. Propose a clean component breakdown, then go deep on the hard parts (data model, bottlenecks, consistency, failure modes) and name the trade-offs you are making.
Clarify5:30 left
Estimate5:30 planned
Design16:30 planned
Deep dive13:30 planned
Failure9:00 planned
Which questions mattered is sealed until you submit. Telling you now would just be handing over the edge cases.
Run or narrate your approach, then ask the coach.