#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.
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- 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
Features:
Specs:
Height | 8.9 Inches |
Length | 6.9 Inches |
Number of items | 1 |
Weight | 1.3007273458 Pounds |
Width | 0.7 Inches |
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
This are some sources that helped me understand how to create online games, warning: it's a rabbit hole, don't lose the focus on your game:
https://www.amazon.com/Multiplayer-Game-Programming-Architecting-Networked/dp/0134034309
https://www.youtube.com/watch?v=Z9X4lysFr64&feature=youtu.be&t=1852
www.gabrielgambetta.com/client-server-game-architecture.html
https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization
https://www.gdcvault.com/play/1014345/I-Shot-You-First-Networking
https://api.unrealengine.com/udk/Three/NetworkingOverview.html
http://fabiensanglard.net/quakeSource/johnc-log.aug.htm
Its a really good question - with many good answers (and many bad). Pardon my brevity:
http://brewhouse.io/2015/10/14/game-programming-design-patterns.html
https://www.amazon.com/Multiplayer-Game-Programming-Architecting-Networked/dp/0134034309
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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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.
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.
Thanks for the links everyone! I also managed to find some more resources:
BOOKS
BLOGS
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.
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