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Unreal Networking Architecture

unreal.epicgames.com

1–10 of 13 posts

Re: Unreal Networking Architecture

#2
This 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

#4

Just keep in mind - > Last Updated: 07/21/99

While true, I'd say still very relevant. Even though home broadband has improved drastically since 1999, you also have to now consider mobile connections (while high-speed in large cities, they have sketchy service elsewhere, and usually high-latency).

So I'd say it's as relevant as ever.

Re: Unreal Networking Architecture

#5

Just keep in mind - > Last Updated: 07/21/99

By and large, this is still an accurate description of the networking architecture in Unreal Engine today which has been used in such recent games as Gears of War (2005), Gears of War 2 (2007), Borderlands (2009), Medal of Honor (2010), and indeed most Unreal-based games released since '99

Re: Unreal Networking Architecture

#6

This 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.

Glad I'm not the only one. I learned to program making Unreal Tournament mods.

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

#7
The Quake 3 network architecture is also a fantastic read. Anybody wanting to learn how to implement netcode should definitely read them.

The 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

#8

This 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.

Link to those articles?

Re: Unreal Networking Architecture

#10

Just keep in mind - > Last Updated: 07/21/99

It's been maintained:

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

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