Lock-free programming for the masses ยท KC Sivaramakrishnan edit / delete

"We use take l_fork <*> take r_fork to atomically take both of the forks." Reagents in Multicore OCaml -- which are semantically (more or less?) equivalent to the multiway barriers that Neil implemented in CHP.

to concurrency multiway ocaml reagents synchronisation ... on 14 October 2016

immobiliare/sfs edit / delete

"SFS (or SyncFS) is a filesystem for replicating files between geographically distributed nodes of a network, with multi-master active/active configuration and especially suited for a star network topology." It uses FUSE... and rsync!

to fs fuse rsync software synchronisation ... on 18 January 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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