3 ms·
Just keep in mind - > Last Updated: 07/21/99
by disponsible 16y ago
Just keep in mind -
> Last Updated: 07/21/99
- jbrennan 16y agoWhile true, I'd say still very relevant. Even though home broadband has improved drastically since 1999, you also have to now consider mobile connections (while high-speed in large cities, they have sketchy service elsewhere, and usually high-latency). So I'd say it's as relevant as ever.
- ajg1977 16y agoBy and large, this is still an accurate description of the networking architecture in Unreal Engine today which has been used in such recent games as Gears of War (2005), Gears of War 2 (2007), Borderlands (2009), Medal of Honor (2010), and indeed most Unreal-based games released since '99
- vitovito 16y agoIt's been maintained: The latest version of that document: http://udn.epicgames.com/Three/NetworkingOverview.html http://udn.epicgames.com/Three/NetworkingOverview.html How Unreal's content packaging relates to its networking architecture: http://udn.epicgames.com/Three/PackagesAndNetworking.html http://udn.epicgames.com/Three/PackagesAndNetworking.html How the game state is replicated: http://udn.epicgames.com/Three/GameStateReplication.html http://udn.epicgames.com/Three/GameStateReplication.html How that packaged content is streamed to the client: http://udn.epicgames.com/Three/ContentStreaming.html http://udn.epicgames.com/Three/ContentStreaming.html And somewhat older: How events are simulated on the client: http://udn.epicgames.com/Two/SimulationReplication.html http://udn.epicgames.com/Two/SimulationReplication.html How variables are replicated: http://udn.epicgames.com/Two/VariableReplication.html http://udn.epicgames.com/Two/VariableReplication.html How functions are replicated: http://udn.epicgames.com/Two/FunctionReplication.html http://udn.epicgames.com/Two/FunctionReplication.html