QuakeWorld by John Carmack edit / delete

Early discussion about QuakeWorld's network protocols.

to ag0907 games latency multiplayer networking quake ... on 03 May 2015

Donald MacKenzie · Be grateful for drizzle: High-Frequency Trading · LRB 11 September 2014 edit / delete

"Lasers are the latest tool for high-frequency trading: the fast, entirely automated trading of large numbers of shares and other financial instruments." A nice layperson's description of an application where latency *really* matters.

to ag0907 latency networking trading ... on 05 March 2015

C3TV - Cyber Necromancy edit / delete

The 31C3 presentation on reverse-engineering Metal Gear Online. You need to watch the video for this one.

to ag0907 ccc games mgo networking p2p reverse-engineering security ... on 18 January 2015

[SaveMGO] Tactical Revival Action edit / delete

Reverse-engineering the server for Metal Gear Online 1/2 -- there was an excellent presentation about this at 31C3 that explained how they did it. It's a peer-to-peer game, so the server actually isn't too complicated. AG0907 students will probably find it interesting to see what a real-world matchmaking protocol looks like.

to ag0907 games mgo networking p2p reverse-engineering security ... on 18 January 2015

Source Multiplayer Networking - Valve Developer Community edit / delete

Nice overview of how prediction, interpolation and commands (representations of player actions) work in the Source engine.

to ag0907 games latency networking prediction ... on 11 November 2014

Floating Point Determinism - gafferongames.com edit / delete

This has some interesting comments from game developers on techniques for making FP deterministic.

to ag0700 ag0907 determinism floating-point games maths networking numeric ... on 03 October 2014

Synchronous RTS Engines 2: Sync Harder edit / delete

A bit more detail, including desync recovery.

to ag0907 desync games multiplayer networking recovery synchronisation ... on 26 August 2014

Synchronous RTS Engines and a Tale of Desyncs edit / delete

The problems of game state synchronisation; also has a nice bit about simulation vs. visualisation timescales. The unstated lesson here is that you want a more graceful way of recovering from desyncs than just completely stopping the game!

to ag0907 desync determinism games multiplayer networking synchronisation timing ... on 26 August 2014

The Tech of Planetary Annihilation: ChronoCam edit / delete

Nice overview of prediction and interpolation techniques in practical use.

to ag0907 games interpolation latency networking prediction recording replay ... on 26 August 2014

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