#15 in Computer & video game design books
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Reddit mentions of Multiplayer Game Programming: Architecting Networked Games (Game Design)

Sentiment score: 5
Reddit mentions: 9

We found 9 Reddit mentions of Multiplayer Game Programming: Architecting Networked Games (Game Design). Here are the top ones.

Multiplayer Game Programming: Architecting Networked Games (Game Design)
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    Features:
  • DOUBLE SIDED: Measures 26 inches by 23 inches, Blank on one side and a 1 inch grid pattern on the other side
  • DRY ERASE: Both side of the game board are dry erasable. Even the top and bottom of the box are dry erase. We recommend using EXPO brand dry erase markers.
  • CONVENIENT: Included is a velvet storage bag to keep your game pieces. Will hold everything except the cards and spinner. Game board folds up into a 13.25 x 11.25 square. Everything fits perfect inside the box for easy storage and transport.
  • COMPLETE: All the game pieces you need to invent your game is right here. Included in this set is: Dry Erase Spinner, 1 Minute Sand Timer, 100 transparent color circle markers, 162 Dry erase cards, Velvet storage bag, 4 red 6 sided dice, Set of 7 polyhedral dice, 6 pawns, 4 dry erase markers, 8 Dry Erase Player Pawns and Stands, 26x23 double sided game board and a dry erase box
  • INVENT AND PLAY: Can be used to create your own game or use with other games such as Dungeons & Dragons and other Role Playing Games. Perfect gift for kids or adults
Specs:
Height8.9 Inches
Length6.9 Inches
Number of items1
Weight1.3007273458 Pounds
Width0.7 Inches

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Found 9 comments on Multiplayer Game Programming: Architecting Networked Games (Game Design):

u/krahenke · 4 pointsr/gamedev

One of the best resources out there, especially for Patreon supporters. I found this book to go hand-in-hand with this, I'd even go as far to say it's a must read, with great examples and modern practices.

https://www.amazon.com/Multiplayer-Game-Programming-Architecting-Networked/dp/0134034309

u/GloomyToadd · 3 pointsr/gamemaker

It is a different way of making games for sure.. Takes a lot of practice. I have spent the last 8 months doing almost nothing but multiplayer programming. I have some random videos about various aspects on it. I will just link some content here. In addition, I have just created a UDP framework for making multiplayer games. It simplifies writing your buffers and handles connection management (something you must do manually when using UDP).

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GloomyNet Intro (Ongoing Series):

https://youtu.be/7GRh3bjG9zY

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Talk about a lot of essential multiplayer concepts here:

https://youtu.be/9dNIy_mXUU4

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THE MULTIPLAYER BOOK (In C++ but lots of useful concepts):

https://www.amazon.com/Multiplayer-Game-Programming-Architecting-Networked/dp/0134034309/ref=sr_1_1?ie=UTF8&qid=1539322352&sr=8-1&keywords=multiplayer+game+programming

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THE BLOG POSTS FOR MULTIPLAYER:

https://gafferongames.com/

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You will need to learn about data types, buffers, UDP (unless you are planning to do a smaller game.. you can use TCP). Learn about reliable packets, unreliable packets, and then... you can start..

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u/r41n__ · 2 pointsr/gamedev

There is this book that might help:
https://www.amazon.com/Multiplayer-Game-Programming-Architecting-Networked/dp/0134034309/ref=sr_1_1?ie=UTF8&qid=1497045503&sr=8-1&keywords=multiplayer+game+programming
but this is general and not specific for GameMaker. As I recall GameMaker has some tutorial on this stuff but I am not sure.

u/KenFlorentino · 2 pointsr/gamedev

I bought this one: https://www.amazon.com/Multiplayer-Game-Programming-Architecting-Networked/dp/0134034309/

It is pretty solid and goes into depth on both RTS and FPS games which require different ways of thinking about how to manage latency, packet loss, and other dynamics.

u/_awful_waffle_ · 1 pointr/gamedev

I read through Multiplayer Game Programming, which covers a pretty generic approach to 'locked timestep' netcode. From that, I was able to build out a basic server/client framework to really grasp the concepts. I enjoyed the book and the approach of writing the system from scratch (figuring out RTT's, how far ahead the server should run, etc). FWIW, I built out my client/server experiment simply using Node and socket.io - you could probably do something similar.

I'd also suggest checking out the recent Overwatch Netcode/ECS GDD talk (around 22:30), which covers the same basic premise as the above mentioned book uses.

u/n00dlesAU · 1 pointr/PUBATTLEGROUNDS

If you have 2 players outside the bound you mean? There are a number of different strategies for that. None of which you'll find in reddit or on youtube. If you're interested, this book is a half decent starting point https://www.amazon.com/Multiplayer-Game-Programming-Architecting-Networked/dp/0134034309