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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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starbasecitadel

Large Geographical Area Network / high-speed network (part 2)

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This is a continuation of a 1.5 year old thread so it wouldn't let me reply to the original:

 

http://www.gamedev.net/topic/633066-large-geographical-area-network/

 

But, for anyone interested, thought I'd give an update on this.  My current project is to try to implement some of the concepts described in that thread.

 

The motivation for this was I play League of Legends a lot, and starting about 1 year ago, ping and packet loss increased substantially even though my provider was the same.  This was due to a standoff between Cogent and Comcast, two major internet backbone providers that resulted in frequently congested routes for those on the East Coast.  

 

I will say things have got much, much better the last 2 weeks as Riot (and possibly Cogent+Comcast) has made network improvements.  Even so, lag is still a huge problem for some players, and a minor/occasional nuisance for many players.

 

My current project is a high-speed gaming network that's goal is to mitigate a lot of the network congestion.  It will do this by several methods:  1)  by proxying through server(s) on premium networks, it can optimize the network path in many cases  2) There are techniques to optimize the network performance further in terms of connectivity to/from the proxy servers that can reduce packet loss and jitter of the overall network connection.

 

In terms of development, I have a very early version that works for UDP-only and just 1 proxy server on a simple UDP echo program.  I need to test that with an actual UDP only-game.  Next I'll work on implementing the TCP-tunnelling side, as most games use a combination of UDP + TCP, where the lobby/match-making/authentication uses TCP and the actual gameplay is UDP.  The IP's have to match, so you have to tunnel/proxy both.

 

 

 

 

 

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