Network

Every time there is lag there is a LPB close by.

Multi-player programming focus on the following things.


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


Fast-Paced Multiplayer

Unreal Networking Architecture

Unreal Engine 4 Networking

The TRIBES Engine Networking Model

Source Multiplayer Networking

Game networking resources.