WiFi Over Coax edit / delete

Adding 2.4GHz networking to an existing home TV distribution system using diplexers. I guess I shouldn't be too surprised that this works -- the coax will be very lossy at 2.4GHz, but the SNR should be good...

to networking radio tv wifi wireless ... on 18 January 2015

Source Multiplayer Networking - Valve Developer Community edit / delete

Nice overview of how prediction, interpolation and commands (representations of player actions) work in the Source engine.

to ag0907 games latency networking prediction ... on 11 November 2014

Floating Point Determinism - gafferongames.com edit / delete

This has some interesting comments from game developers on techniques for making FP deterministic.

to ag0700 ag0907 determinism floating-point games maths networking numeric ... on 03 October 2014

robertdavidgraham/robdns ยท GitHub edit / delete

A high-performance DNS server. The reason it's high-performance is that it includes its own network stack...

to dns networking performance software tcpip ... on 03 October 2014

The network nightmare that ate my week | Occasionally Coherent edit / delete

An IPv6 privacy addressing horror story from MIT.

to ipv6 mit networking privacy-addressing sysadmin ... on 06 September 2014

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

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

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