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Update links Tutorial, Libs, etc. Other update in the future! ;-) #6
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@@ -33,6 +33,7 @@ Game networking is a subset of computer networking that specifically covers data | |
- [Real Time Multiplayer in HTML5](http://buildnewgames.com/real-time-multiplayer/) - Sven Bergström's multiplayer game development guide using web technologies. | ||
- [Replication in Networked Games](https://0fps.net/2014/02/10/replication-in-networked-games-overview-part-1/) - Mikola Lysenko's replication articles for JavaScript-based multiplayer games. | ||
- [Source Multiplayer Networking](https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) - Valve's Source engine wiki that includes advanced game networking topics. | ||
- [ Bernier, Yahn W. (2001)](http://web.cs.wpi.edu/~claypool/courses/4513-B03/papers/games/bernier.pdf) - Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization. | ||
- [Tech-Stack of the Ultima Online Servers](https://www.quora.com/What-was-the-technology-stack-driving-the-original-Ultima-Online-servers) - A brief summary about UO tech-stack by Raph Koster and Brian Crowder. | ||
- [The Case of the Quake Cheats](http://www.catb.org/esr/writings/quake-cheats.html) - Security lessons learned about client-server model from Quake 1 by id Software. | ||
- [The DOOM III Network Architecture](http://mrelusive.com/publications/papers/The-DOOM-III-Network-Architecture.pdf) - Improvements upon previous network architectures used in the Quake III Arena. | ||
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@@ -74,6 +75,9 @@ Game networking is a subset of computer networking that specifically covers data | |
- [UE4 / Steam Multiplayer](https://www.youtube.com/watch?v=TPakLkxc6f0) - Steam-backed blueprint multiplayer tutorial by Maik Hilfer. | ||
- [Unity / Making a Multiplayer FPS](https://www.youtube.com/playlist?list=PLPV2KyIb3jR5PhGqsO7G4PsbEC_Al-kPZ) - UNET-based multiplayer FPS game development tutorials by Asbjørn Thirslund. | ||
- [Unity / Multiplayer Networking](https://unity3d.com/learn/tutorials/s/multiplayer-networking) - Official UNET-based multiplayer game networking tutorials by Unity. | ||
- [Unity / Gambetta Local (Hotseat) Demo](https://github.com/RamiAhmed/Gambetta_LocalDemo) - Unity Demo showcasing networking concepts including prediction, interpolation and reconciliation in a local (hotseat) environment. | ||
- [Unity / Gambetta Networked Demo](https://github.com/RamiAhmed/Gambetta_NetworkedDemo) - Unity Demo showcasing networking concepts including prediction, interpolation and reconciliation in a networked (multiplayer) environment. | ||
- [Unity Fast Paced Multiplayer](https://github.com/JoaoBorks/unity-fastpacedmultiplayer) - A Unity project to build the base functionality for a Authoritative Server, with Lag Compensation, Client side Prediction/Server side Reconciliation and Entity Interpolation. | ||
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## Libraries | ||
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@@ -82,6 +86,7 @@ Game networking is a subset of computer networking that specifically covers data | |
- [C# / Lidgren.Network](https://github.com/lidgren/lidgren-network-gen3) - Reliable UDP networking library (.NET). | ||
- [C# / LiteNetLib](https://github.com/RevenantX/LiteNetLib) - Lite reliable UDP networking library (.NET/Mono). | ||
- [C# / PhotonEngine](https://photonengine.com) - Hybrid multiplayer game networking platform (SaaS, Cloud). | ||
- [C# / Barebones-masterserver](https://github.com/alvyxaz/barebones-masterserver) - Master Server framework for Unity. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Not in order in the list (list in alphabetical order). |
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- [C++ / RakNet](https://github.com/facebookarchive/RakNet) - Full-featured and mature reliable UDP networking engine. | ||
- [C++ / yojimbo](https://github.com/networkprotocol/yojimbo) - Reliable UDP networking library for client/server games with dedicated servers. | ||
- [Java / SmartFoxServer](http://smartfoxserver.com/) - Massive multiplayer game server with advanced built-in features. | ||
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The linked Valve wiki page Source Multiplayer Networking already includes this paper inline, so this is a duplicate (see page here).