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this looks really great, are there any similar resources for people looking to unpack game networking protocols/optimization?
by gfodor 10y ago
this looks really great, are there any similar resources for people looking to unpack game networking protocols/optimization?
- vicpara 10y agoThis is one I particularly liked. Age of Empires networking inner workings: http://www.gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php?print=1 http://www.gamasutra.com/view/feature/131503/1500_archers_on...
- SeanBoocock 10y agoThis is definitely a classic. A more recent but no less seminal presentation is David Aldridge's overview of Bungie's networking approach (and more broadly all modern FPSs): http://downloads.bungie.net/presentations/David_Aldridge_Programming_Gameplay_Networking_Halo_final_pub.pptx http://downloads.bungie.net/presentations/David_Aldridge_Pro...
- cma 10y agoThe section here on GGPO is good: http://twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_September_2012.pdf http://twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_Sep... It is the lock-step model but with state rewind, so that you get near zero apparent latency from your own actions (at the cost of animations from other player actions starting a few frames in). You occasionally see things like a successful hit from you on an opponent be rewound and applied to a block from him/her instead. For co-op games where aren't you aren't closely interacting (like in riding along in a vehicle) it can be a near conflict free and zero latency experience. You can use various levels of it, accepting a reducing a 100ms ping into a 50ms delay will get less conflicts than reducing it all the way to 0.
- shlorn 10y agoHere is a link to valve's short but nice overview of networking on the source engine: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking https://developer.valvesoftware.com/wiki/Source_Multiplayer_...
- atomical 10y agoYou might want to check out some of the research of Luigi Auriemma. I'm using his encryption/decryption algorithms for a halo combat evolved client. http://aluigi.altervista.org/ http://aluigi.altervista.org/
- manigandham 10y agoGreat video by Jon Shiring from Respawn about their network and game architecture for Titanfall (this is more high level than network code but still good info) https://www.youtube.com/watch?v=ayF8e8q_aA8 https://www.youtube.com/watch?v=ayF8e8q_aA8
- cgarrard 10y agohttp://gafferongames.com/networking-for-game-programmers/ http://gafferongames.com/networking-for-game-programmers/ http://gafferongames.com/networked-physics/introduction-to-networked-physics/ http://gafferongames.com/networked-physics/introduction-to-n... http://gafferongames.com/building-a-game-network-protocol/ http://gafferongames.com/building-a-game-network-protocol/ Not game specific but will get you into the mindset of how a networked game functions.
- shurcooL 10y agoThe good well-known resources I knew of are already posted, so I'll just add one of my own [0]. [0] https://dmitri.shuralyov.com/blog/10 https://dmitri.shuralyov.com/blog/10