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Madmonkey / documents 

  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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