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Gaffer On Games | Gaffer On Games edit / delete
Many of the articles here are about developing network game architectures and protocols; well worth reading through for CMP303/501 students.
to ag0907 games networking programming ... on 04 September 2018
QuakeWorld by John Carmack edit / delete
Early discussion about QuakeWorld's network protocols.
to ag0907 games latency multiplayer networking quake ... on 03 May 2015
jwz: Transhuman intelligences have deployed icebreakers to accelerate your enslavement. edit / delete
Getting serious about latency reduction.
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
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1 | + ag0700 |
1 | + age-of-empires |
1 | + bbc |
1 | + bittorrent |
1 | + bufferbloat |
1 | + ccc |
2 | + desync |
2 | + determinism |
1 | + distributed |
1 | + floating-point |
13 | + games |
1 | + internet |
1 | + interpolation |
2 | + ip |
2 | + ipv6 |
7 | + latency |
1 | + linux |
1 | + maths |
1 | + media |
2 | + mgo |
1 | + multicast |
4 | + multiplayer |
3 | + network |
17 | + networking |
1 | + numeric |
3 | + p2p |
1 | + packet |
1 | + packet-loss |
2 | + prediction |
1 | + programming |
1 | + quake |
1 | + queue |
1 | + recording |
1 | + recovery |
1 | + replay |
2 | + reverse-engineering |
2 | + security |
1 | + software |
3 | + synchronisation |
1 | + tcp |
1 | + teredo |
2 | + testing |
1 | + timing |
1 | + trading |
1 | + udp |
1 | + windows |
1 | + wow |
tasty by Adam Sampson.