---
title: "How to Think About Game Servers (Pt 2)- Erlang Solutions"
url: https://daily.dev/posts/how-to-think-about-game-servers-pt-2---erlang-solutions-ritrnabyg
source_url: https://erlangforums.com/t/how-to-think-about-game-servers-pt-2-erlang-solutions/5880
type: article
source: "Erlang Forums"
published: 2026-08-25T10:22:48.358Z
updated: 2026-08-25T10:23:06.202Z
tags: ["game-development", "gaming", "erlang"]
reading_time: 1
upvotes: 0
comments: 0
language: en
---

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# How to Think About Game Servers (Pt 2)- Erlang Solutions

**[Erlang Forums](https://daily.dev/sources/erlangforums)** · 1 min read · 0 upvotes · 0 comments

## Summary

A follow-up talk from Erlang Solutions covers how latency and jitter affect multiplayer game synchronization and player experience. The speaker, Hernán Rivas Acosta, walks through practical code examples covering clock synchronization, input delay handling, and various lag compensation techniques used in game server design.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://erlangforums.com/t/how-to-think-about-game-servers-pt-2-erlang-solutions/5880>

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#gaming](https://daily.dev/tags/gaming), [#erlang](https://daily.dev/tags/erlang)

[View this post on daily.dev](https://daily.dev/posts/how-to-think-about-game-servers-pt-2---erlang-solutions-ritrnabyg)
