Re: [GD-General] Information on approaches to networking games
Brought to you by:
vexxed72
From: Mads B. D. <ma...@ch...> - 2002-09-22 19:51:31
|
On Sun, 22 Sep 2002, brian hook wrote: > > I am looking for information on approaches to networking games > > That's awfully broad. What do you mean by "approaches"? As in overall > architecture, specific communication protocols, compression and > prediction methods, or something else or all of the above? All of the above with a weight on architecture. > It would be > tough to do a definitive survey on this. Also, what types of games are > we talking about here? Realtime mostly, but also, as discussed here recently, discussion on combining offline and online gameplay. > There is another book out called "Developer's Guide to Multiplayer > Games" by Andrew Mulholland and Teijo Hakala: > > http://search.barnesandnoble.com/booksearch/isbnInquiry.asp? > isbn=1556228686 > > It looked significantly more promising to me, but since I haven't > actually read it (and the price seems exhorbitant) I can't really > comment. OK - if someone else knows it I would like to hear about it. It does not look particulary advanced from the index. > > All that aside, if it's a short lecture, you're probably not going to > have time to get into any detail, so the general survey stuff you might > find at Web sites may be good enough. its 2*45 minutes, so, won't really get into detail, but I would like to be sure that the stuff "I once knew" is not totally outdated today. (Are games doing anything particulary more advanced than QuakeWorld/Quake2/Quake3 today?) Mads -- Mads Bondo Dydensborg. ma...@ch... Saying you're trying to fix all the holes in IE is like saying you mean to turn a sieve into a bowl. -- /. comment |