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

Browser bookmarks: tasty+ | tasty= Log in | Export | Atom