Unreal Networking Architecture
unreal.epicgames.com
Unreal Networking Architecture
1–10 of 13 posts
Re: Unreal Networking Architecture
#2Re: Unreal Networking Architecture
#3> Last Updated: 07/21/99
Re: Unreal Networking Architecture
#4Just keep in mind - > Last Updated: 07/21/99
So I'd say it's as relevant as ever.
Re: Unreal Networking Architecture
#5Just keep in mind - > Last Updated: 07/21/99
Re: Unreal Networking Architecture
#6This is a fantastic article - as are most of the technical materials that Tim Sweeney wrote way-back-when. The Unreal system was my first introduction to the architecture of "real" object oriented apps and I refer back to these articles from time to time as a sanity check.
The replication model of the Unreal Engine remains one of the best I've ever seen. Nonetheless, as with anything involving a distributed system, it is very easy to make errors.
Even the original UT (version 400) had a serious error due to the ease of marking functions network transportable. The function to cycle maps was marked to allow the client to send it to the server. It was certainly nice having the ability to select maps on any server. :)
Re: Unreal Networking Architecture
#7The first time I implemented a UDP gameserver, they were invaluable resources for the logic required if you don't already understand how it works. (Selective msgs require acks, most don't, most don't need resends, etc).
Re: Unreal Networking Architecture
#8This is a fantastic article - as are most of the technical materials that Tim Sweeney wrote way-back-when. The Unreal system was my first introduction to the architecture of "real" object oriented apps and I refer back to these articles from time to time as a sanity check.
Re: Unreal Networking Architecture
#9Re: Unreal Networking Architecture
#10Just keep in mind - > Last Updated: 07/21/99
The latest version of that document: http://udn.epicgames.com/Three/NetworkingOverview.html
How Unreal's content packaging relates to its networking architecture: http://udn.epicgames.com/Three/PackagesAndNetworking.html
How the game state is replicated: http://udn.epicgames.com/Three/GameStateReplication.html
How that packaged content is streamed to the client: http://udn.epicgames.com/Three/ContentStreaming.html
And somewhat older:
How events are simulated on the client: http://udn.epicgames.com/Two/SimulationReplication.html
How variables are replicated: http://udn.epicgames.com/Two/VariableReplication.html
How functions are replicated: http://udn.epicgames.com/Two/FunctionReplication.html