Adam Sampson's multiplayer bookmarkshttps://bookmarks.offog.org/ats/multiplayerAdam Sampson2015-05-03T01:05:36ZQuakeWorld by John Carmackhttps://bookmarks.offog.org/edit?url=http%3A%2F%2Ffabiensanglard.net%2FquakeSource%2Fjohnc-log.aug.htm2015-05-03T01:05:36ZEarly discussion about QuakeWorld's network protocols.Synchronous RTS Engines 2: Sync Harderhttps://bookmarks.offog.org/edit?url=http%3A%2F%2Fforrestthewoods.com%2Fsynchronous-rts-engines-2-sync-harder%2F2014-08-26T08:19:05ZA bit more detail, including desync recovery.Synchronous RTS Engines and a Tale of Desyncshttps://bookmarks.offog.org/edit?url=http%3A%2F%2Fforrestthewoods.com%2Fsynchronous-rts-engines-and-a-tale-of-desyncs%2F2014-08-26T08:11:17ZThe 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!Gamasutra - 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyondhttps://bookmarks.offog.org/edit?url=http%3A%2F%2Fwww.gamasutra.com%2Fview%2Ffeature%2F3094%2F1500_archers_on_a_288_network_.php%2F2014-08-25T11:21:24Z"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.