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Madmonkey / documents |
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Documents
This section is a collection of great documents about multiplayer game programming. If you have written an article that you think would fit in, please mail me
Please note that I'm looking primarily documents that can be published on this site.
Following document is from Codewhore, maintained by Matt Slot
Writing Networked Simulations (can you say "games"?)
It seems everybody wants to write Doom or Quake clones -- and while there are
plenty of articles on writing 3D graphics engines, most networking guides are
just tutorials with sample code for BSD Sockets. Granted, it's possible to
drop in some code and make it work, but the best networked games are designed
from the ground up -- the engine and the networking tied closely together.
This collection of articles defines some basic networking concepts, describes
how to solve common networking problems, and examines several important
design issues. The content is aimed at both the novice and expert network
programmer.
Intro: Bandwidth, Latency, Errors
Intro: Datagrams, Transactions, Streams
Intro: Broadcast, Client/Server, Token Ring
Intro: Network Topology, Simulation Authority
Intro: Status Updates, State Changes
How To: Synchronize Network Clocks
Design: Division of Labor
Design: Bane of Networked Simulations
Design: Strategies for Beating Latency
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