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- > General introduction to multiplayer conceptions by Glenn Fiedler:
- http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/
- > Some multiplayer techniques from Quake:
- > This will give u a clue about interpolation and extrapolation(prediction)
- http://fabiensanglard.net/quakeSource/quakeSourcePrediction.php
- > Valve's article about latency compensation and general optimisations:
- https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization
- > Multiplayer techniques in Age of Empires:
- http://zoo.cs.yale.edu/classes/cs538/readings/papers/terrano_1500arch.pdf#search=%22Real%20time%20strategy%20networking%20lockstep%22
- > You can also read my article about sending binary data (currently implemented only in chrome):
- http://rezoner.net/how-to-send-and-receive-binary-data-over-websockets,4
- > +1 for Ivo's Wetzel Mapple.js it's a big pile of knowledge.
- https://github.com/BonsaiDen/Maple.js
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