Jump to content

  • Log In with Google      Sign In   
  • Create Account

Game Development Dictionary


  • You cannot add terms

  Term Name Description


A group of computers which are connected together through hardware and software.


Windows Sockets. An API for sockets through windows, which provides TCP/IP network programming support.


Sequenced Packet Exchange. A reliable network protocol introduced by Novell Netware. Complimentary protocol would be IPX.


Internetwork Packet Exchange. An unreliable (datagram) protocol introduced by Novell Netware. Complimentary protocol would be SPX.


Local Area Network. A computer network limited to the immediate area, often connected with Ethernet. It is often supported in multiplayer games.


The time it takes information to go from one computer to another. Usually it is only refered to when it is noticeably slow. See latency.


The time it takes for information to travel. Often measured in the time information can go across a network and return with the "ping" command. Sometimes called lag.


The process of transfering information from a client to a host. Ex: When you send a file from your computer to an FTP site.


The process of transfering information from a host source to a client. Ex: When you surf the web you are downloading information from web sites.


Bits Per Second. A measurement of speed for transfering information.


Refers to a measurement of how many bits can be transfered over a path at once. For instance a pipe may be able to send 16 bits at once which would be called 16 bits of bandwidth.

Client / Server

An architecture in which there is a main source of information, the server, and it is accesed when the information is needed by the clients.


Asymmetric Digital Subscriber Line. As opposed to SDSL (Symmetric Digital Subscriber Line), an ADSL connection runs through an ordinary phone line and receives data over the internet at high speeds, comparable to those of cable modems, though it transmits data at only a fraction of the speed at which it receives data -- but still faster than a conventional 56Kbps modem.


User Datagram Protocol. An unreliable method of sending packets, UDP is faster but less stable in terms of reliable information than TCP. UDP is often used for faster transmission of data that is not useful at a later time.


Transmission Control Protocol, is used for reliable packet transfer. Packets are slower in nature as they are always checked and will arrive to the applications in the proper order.


A suite of protocols that is the standard on the Internet. There are 13 protocols overall, including telnet, FTP, TCP, UDP and RDP. See TCP and UDP.