diff --git a/README.md b/README.md index b8b9356..a7514fe 100644 --- a/README.md +++ b/README.md @@ -8,6 +8,7 @@ _Please feel free to contribute with your awesome resource as well, thank you!_ ## Articles +- [1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond](https://www.gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php) - [Don't use Lockstep in RTS games](https://blog.istrolid.com/blog/dont-use-lockstep-in-rts-games.html) - Comparing Lockstep vs Client-Server Networking Models for RTS games. - [Ethernet vs. WiFi](https://web.archive.org/web/https://na.leagueoflegends.com/en/page/ethernet-vs-wifi-ping-packets-playing-better) - Connection over WiFi vs Ethernet metrics comparison by Viscarious from Riot Games. - [Explaining Delay-based and Rollback Netcode](https://arstechnica.com/gaming/2019/10/explaining-how-fighting-games-use-delay-based-and-rollback-netcode/) - Rollback netcode for fighting games by Ricky Pusch.