Skip to content

Update links Tutorial, Libs, etc. Other update in the future! ;-) #6

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Closed
wants to merge 3 commits into from
Closed
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
5 changes: 5 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Copy link
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The linked Valve wiki page Source Multiplayer Networking already includes this paper inline, so this is a duplicate (see page here).

- [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.
Expand Down Expand Up @@ -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.

## Libraries

Expand All @@ -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.
Copy link
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Not in order in the list (list in alphabetical order).

- [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.
Expand Down