Jump to content

  • Log In with Google      Sign In   
  • Create Account

Article Topics: Multiplayer

  • You cannot reply to this topic
4 replies to this topic

#1 Michael Tanczos   Staff Emeritus   -  Reputation: 5662

Like
0Likes
Like

Posted 05 March 2013 - 06:52 AM

Here is a list of Multiplayer topics so far.   This list should include anything multiplayer networking related that would directly benefit game developers.   The purpose of this list is to serve to inspire others with topic ideas.  


 

Note:  This post is an offshoot of http://www.gamedev.net/topic/639725-article-inspiration/ and is intended to allow us to focus in one one particular area.  I will add onto this list as suggestions are added.

         

 

Multiplayer (Networking)

 

TCP vs UDP : Which Network Protocol Should You Choose?

Dealing with Latency - How to do multiplayer/solve the latency problems (simple, lets say firing a fun or shooting with a minigun or throwing a bomb)
How Client-Server communication works in online games
Dealing with Cheaters in Online Games

Networking using xyz (where xyz is some freely available sdk)

Building a Player Lobby

Game Matchmaking

Building a Cloud-based High Score Table

 

 

What additional topics should we have in our article library?


Edited by Michael Tanczos, 05 March 2013 - 10:49 AM.


#2 Stormynature   Crossbones+   -  Reputation: 4421

Like
0Likes
Like

Posted 05 March 2013 - 08:48 AM

Balancing classes/weapons

communications between players

customer service

defining acceptable/unacceptable ingame social behaviours i.e. stalking, trolling, abuse, camping

payment systems i.e. flat fee, cash shop, micro-transactions

systems for grouping players with similar skill levels

marketing

mods



#3 Michael Tanczos   Staff Emeritus   -  Reputation: 5662

Like
0Likes
Like

Posted 05 March 2013 - 10:48 AM

Balancing classes/weapons

communications between players

customer service

defining acceptable/unacceptable ingame social behaviours i.e. stalking, trolling, abuse, camping

payment systems i.e. flat fee, cash shop, micro-transactions

systems for grouping players with similar skill levels

marketing

mods

 

Most of this stuff will probably be gameplay or design related rather than multiplayer networking related.   Communication between players may fit here.  I think I should revise this topic.



#4 evillive2   Members   -  Reputation: 760

Like
0Likes
Like

Posted 15 March 2013 - 12:43 AM

A follow up to TCP/UDP which to use - blocking or non-blocking models

- Non-blocking might lead to choosing polling a method (select, poll, epoll, etc.) or an event/signal driven library (libevent/libev,etc.)

- Blocking might lead to threading the network layer or threads in general

 

Potentially associated with latency would be lockstep and interpolation (server and client side)

 

Server application design - single application or multiple processes and how to communicate between processes.


Evillive2

#5 Tocs   Members   -  Reputation: 689

Like
0Likes
Like

Posted 15 March 2013 - 07:45 AM

NAT traversal. I've always wondered how you're supposed to do it, but I've never taken the time to figure out how.







PARTNERS