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Is it just me or is networking really hard?

gafferongames.com

1–10 of 188 posts

Re: Is it just me or is networking really hard?

#7
post #6

> We have the Tribes Networking Model, The Unreal Networking Model, Valve Latency Compensation article. Which are all derivatives of the Quake model.

Can you point out where the Quake model is described in sufficient detail that one can reimplement it for one's own game? Or is it open source?

Re: Is it just me or is networking really hard?

#8
post #7
post #6

> We have the Tribes Networking Model, The Unreal Networking Model, Valve Latency Compensation article. Which are all derivatives of the Quake model.

Can you point out where the Quake model is described in sufficient detail that one can reimplement it for one's own game? Or is it open source?

All the Quake engines are open source and there are good articles. It's pretty fascinating stuff to learn about.

http://fabiensanglard.net/quake3/network.php

Re: Is it just me or is networking really hard?

#10
post #2

Reading this one could think you would be a fool to use TCP, yet some games (such as World of Warcraft) use TCP exclusively with no problems... What gives?

A lot of games use TCP and it's perfectly fine. But if you are racing the network, fighting over every millisecond of latency, you should just use UDP.
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