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Early discussion about QuakeWorld's network protocols.
to ag0907 games latency multiplayer networking quake ... on 03 May 2015
Synchronous RTS Engines 2: Sync Harder
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
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
Gamasutra - 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond
"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
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- multiplayer | |
4 | ag0907 |
1 | age-of-empires |
2 | desync |
1 | determinism |
4 | games |
2 | latency |
4 | multiplayer |
4 | networking |
1 | quake |
1 | recovery |
3 | synchronisation |
1 | timing |
tasty by Adam Sampson.