Network
Every time there is lag there is a LPB close by.
Every time there is lag there is a LPB close by.
Multi-player programming focus on the following things.
Some basic network terminology.
Use some form of network protocol to send data between peers.
Keep a shared world synchronized from the perspective of each player.
Make it possible for the peers to request services from each other with remote procedure call.
It should send as little data as possible to keep it all in sync.
It needs to be handle normal latency and latency spikes.
Who has authority over what object in the world.
Make your game resistant to exploitation.
Build up any infrastructure the game needs.
Handling matchmaking.
Building the social experience of the game.
Reference
The Poor Man's Netcode - 2018
I Shot You First: Networking the Gameplay of Halo: Reach - 2018
Optimizing UE4 for Fortnite: Battle Royale - Part 1 - 2018
It IS Rocket Science! The Physics of Rocket League Detailed - 2018
Crash Course in Online Features for Programmers - 2017
Shared World Shooter: Destiny's Networked Mission Architecture - 2017
Connecting Players and Franchise Across Console Generations in the Dragon Age Keep - 2017
Overwatch Gameplay Architecture and Netcode - 2017
Networking Scripted Weapons and Abilities in 'Overwatch' - 2017
Developer Update | Let's Talk Netcode | Overwatch - 2016
Preview: Reliable UDP implementation, lockstep, LAN, and parity bit checking - 2015
Networking Gameplay and AI in Assassin's Creed Unity - 2015
64 Network DO’s and DON’Ts for Game Engine Developers. Part IIa: Protocols and APIs - 2015
Physics for Game Programmers : Networking for Physics Programmers - 2015
Relay servers - 2014
Core network structures for games - 2014
The importance of packet count - 2014
Using throttling to reduce network errors - 2014
Introduction to Networked Physics - 2014
How to make a multi-player game – part 1 - 2012 - Part 1 and Part 2.
Choosing a game network library- 2012
Error handling using forever-loop- 2012
Scaling Guild Wars for massive concurrency- 2012
I Shot You First: Networking the Gameplay of HALO: REACH - 2011
What every programmer needs to know about game networking - 2010
Networking for Physics Programmers - 2010
Implementing a Socket Server for your iPhone Gamee - 2010
Debugging Multiplayer Games - 2009
Drop-In COOP for Open World Games - 2009
Networking for Physics Programmers - 2009
Efficient Robust Networking: Podcast & Slides - 2008
Mercenaries 2: Networked Physics in a Large Streaming World - 2008. Notes & Podcast
Networks and Networking - 2007
Networked Physics - 2006
The DOOM III Network Architecture - 2006
A Distributed Architecture for Interactive Multiplayer Games - 2005
Introduction to Multiplayer Game Programming - 2004
Distributing Object State for Networked Games Using Object Views - 2002
An Effient Synchronization Mechanism for Mirrored Game Architectures - 2002
Cyberspace in the 21st Century: Part Six, Scalability with a Big 'S' - 2001
Cyberspace in the 21st Century: Part Four, Foundations II - 2000
Cyberspace in the 21st Century: Part Five, Stability Before Security - 2000
The TRIBES Engine Networking Model - 1999
Designing Fast-Action for the Internet - 1997
Unreal Networking Architecture
The TRIBES Engine Networking Model