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QuakeWorld by John Carmack edit / delete
Early discussion about QuakeWorld's network protocols.
to ag0907 games latency multiplayer networking quake ... on 03 May 2015
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
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
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- multiplayer | |
4 | + ag0907 |
1 | + age-of-empires |
2 | + desync |
1 | + determinism |
4 | + games |
2 | + latency |
4 | + networking |
1 | + quake |
1 | + recovery |
3 | + synchronisation |
1 | + timing |
tasty by Adam Sampson.