Trying to find great texts on network programming

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4 comments, last by hplus0603 10 years, 7 months ago

Does the gamedev community have any recommendations for books on networking programming? I am particularly interested in books that utilize C or C++. It's been baffling to find out that there aren't many texts on game network programming -- however I have been able to find articles in the game programming gems books / the internet.

Software Engineer | Credited Titles: League of Legends, Hearthstone

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Beejez Net Guide, or something. I forget what it is called.

C dominates the world of linear procedural computing, which won't advance. The future lies in MASSIVE parallelism.

The FAQ for this forum has a reasonable list of links.

For a networking textbook that focuses on networked physics more than, say, SQL databases or HTTP, try "Networked Virtual Environments" by Singhal et al. Note that it still won't teach you everything about things like how to ensure a proper deterministic simulation engine for lock-step, etc -- you pretty much have to scour the net for various blog posts and links for that. (Again, links in the FAQ help)

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As an update to this thread, I have two book recommendations for those interested in specifically network programming for windows:

Effective TCP/IP Programming: 44 Tips to Improve Your Network Programs:

http://www.amazon.com/gp/product/0201615894/ref=oh_details_o00_s00_i00?ie=UTF8&psc=

Network Programming for Microsoft Windows , Second Edition

http://www.amazon.com/gp/product/0735615799/ref=oh_details_o00_s00_i01?ie=UTF8&psc=1

Software Engineer | Credited Titles: League of Legends, Hearthstone

Also relevant, and incredibly well reviewed:

Unix Network Programming, Volume 1: The Sockets Networking API

http://www.amazon.com/Unix-Network-Programming-Sockets-Networking/dp/0131411551/ref=sr_1_1?s=books&ie=UTF8&qid=1377748940&sr=1-1&keywords=unix+network+programming

Software Engineer | Credited Titles: League of Legends, Hearthstone

None of those texts talk about the gaming-specific context, though. It turns out that distributed simulations (which is what games typically are) have very different requirements from, say, web browsers, or SQL servers, or even IP phones.

enum Bool { True, False, FileNotFound };

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