« earlier | later » Page 2 of 3
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
Gamasutra - 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond edit / delete
"This paper explains the design architecture, implementation, and some of the lessons learned creating the multiplayer (networking) code for the Age of Empires 1 & 2 games; and discusses the current and future networking approaches used by Ensemble Studios in its game engines." Circa 2001.
to ag0907 age-of-empires games latency multiplayer networking synchronisation ... on 25 August 2014
Your Game Doesn't Need UDP (Yet) | glyph | ThoughtStreams edit / delete
Why TCP is often good enough for real-time applications. This'll be on the reading list for AG0907 students this year.
to ag0907 distributed games networking tcp udp ... on 24 August 2014
The definition of the sockets API for IPv6.
Beej's Guide to Network Programming edit / delete
This is on the reading list for AG0907. It's a pretty good overview, although students will probably find it a bit Unix-centric; you may do better to start off with a higher-level library like SFML or Boost.Network.
to ag0907 networking ... on 28 April 2014
netem | The Linux Foundation edit / delete
How to simulate network problems (e.g. packet loss or delay) using the Linux network stack.
to ag0907 networking packet-loss testing ... on 28 April 2014
Queueing in the Linux Network Stack | Dan Siemon edit / delete
"This article aims to explain where IP packets are queued in the Linux network stack, how interesting new latency reducing features such as BQL operate and how to control buffering for reduced latency."
to ag0907 bufferbloat ip latency linux network queue ... on 14 December 2013
clumsy, an utility for simulating broken network for Windows Vista / Windows 7 and above edit / delete
This is exactly the kind of things AG0907 students will want for testing their network games...
to ag0907 ip network packet software testing windows ... on 29 November 2013
Xbox One Technical Details edit / delete
Some details of Xbox One's networking infrastructure -- which uses IPv6 via Teredo.
to ag0907 games ipv6 networking teredo ... on 07 November 2013
« earlier | later » Page 2 of 3
- ag0907 | |
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.