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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Gazu

Open source action/realtime multiplayer game?

4 posts in this topic

Hey there, does anyone know if there are any open source action/realtime games out there which feature multiplayer or are based on multiplayer?
I've been trying to get information on that particular matter for more than a week, but all I can get are very wishywashy general descriptions of how client/server models work, what TCP/UDP is, all that basic stuff which doesn't cover the actual problems.
And there sure as hell aren't any tutorials for that kind of network architecture. (I'd love to be proven wrong here. Also I'd like to make a few myself as soon as I get the hang of it)

Anyway, It would be[b] great[/b] if I could study some actual code, I don't even care what the language is anymore, If I can't read it I will just have to make the effort of learning it to be able to understand the networking logic.
Btw, I think this doesn't really matter that much, but I'm aiming for a 2D game here.
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You may be interested in [url="http://www.gdcvault.com/play/1014345/I-Shot-You-First-Networking"]Bungie's GDC presentation on networking in Halo: Reach[/url] ([url="http://www.bungie.net/inside/publications.aspx"]slides available here[/url]). Some of the stuff they go over is more valuable than just raw source code, in my opinion. They don't talk about how to get the sockets set up, etc. Rather, they focus on issues that come up in networking and how to overcome them, which is a critical aspect of networking, and something that isn't explained in code.
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Thanls, I'm looking into it right now, very interesting indeed, and also complementing some of my thoughts I had about networking.
I'd still appreciate any further input :)
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The original Quake, Quake 2, Quake 3, and Doom 3 are all open source by now. You can read their code for networking, and a lot of other goodness!
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Wow I didn't know that either, thats cool!
I'm not aiming for a shooter game, but since shooters are as action and realtime as you can get, that would be just perfect, thanks.
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