Space shooter is the latest project that I'm working on. It is a server-authoritative multiplayer game meaning it includes all the characteristics: client-side prediction, server reconciliation, and lag compensation. One of the most challenging is the camera tracking algorithm. The camera has a delayed response to the moving target to achieve a chasing effect. I used both lerp() and damped spring aka simple harmonic motion. However, any slight changes in the time frame will affect the resulting position and lead to shaking/stutter. I had to involve calculus to take into account the variable time frame to achieve a smooth, soft following of a target but I'm not a big fan of math. I also started digging into IL weaving for the more efficient execution of RPCs.
This is an unfinished page, more coming soon