Re: [GD-General] Information on approaches to networking games
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From: brian h. <bri...@py...> - 2002-09-22 20:08:04
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> > 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. I'm not the most qualified to speak on this, but here's some food for discussion/thought: - pretty much everyone uses UDP. TCP simply doesn't work over the net for real-time 3D graphics if you're trying to achieve low latency. - compression is a necessity if you want to minimize bandwidth. You can do a per-packet compression using something like LZW or arithmetic coding; you can also do application level delta-compression where you only send over the changed state. And you can also do quantization. And, of course, you can do a mix of all of the above. - encryption is a necessity if you're worried about hacking. You can never trust the client. - the most common architecture today as far as I know is client- server. It's possible some games continue to use peer-to-peer (I imagine this is like with RTS style games?), but as a rule client- server is the model that is the de facto standard. > Realtime mostly, but also, as discussed here recently, discussion on > combining offline and online gameplay. Once again, this is awfully broad. There are many genres of real-time games that have radically different requirements -- first person shooters; role-playing games; real-time strategy games; flight sims; etc. The mix of hard updates and client side prediction will also drastically change depending on the game's genre. > OK - if someone else knows it I would like to hear about it. It does not > look particulary advanced from the index. As I said, with 90 minutes I don't think you'll have time to get into advanced stuff. And honestly, if you're just now learning this stuff, you may not be comfortable trying to distill a bunch of knowledge that you're not intimately familiar with into such a reduced timeframe. > sure that the stuff "I once knew" is not totally outdated today. (Are > games doing anything particulary more advanced than > QuakeWorld/Quake2/Quake3 today?) Given that those three games did networking fairly significantly differently, I'd be hesitant to group them together. Their only major commonality is that they're UDP based; delta compress; and are client- server. The implementation of reliable communication was altered drastically from Quake2->Quake3, and delta state compression was radically altered from QW to Q2. However, I would submit that Quake3's networking model is probably a pretty good reference for first person shooters. But it probably would not be the ideal model for a real-time strategy game or RPG. -Hook |