#1,958 in Computers & technology books

Reddit mentions of Algorithms and Networking for Computer Games

Sentiment score: 2
Reddit mentions: 3

We found 3 Reddit mentions of Algorithms and Networking for Computer Games. Here are the top ones.

Algorithms and Networking for Computer Games
Buying options
View on Amazon.com
or
Specs:
Height9.822815 Inches
Length6.870065 Inches
Number of items1
Weight1.5873282864 Pounds
Width0.89759663 Inches

idea-bulb Interested in what Redditors like? Check out our Shuffle feature

Shuffle: random products popular on Reddit

Found 3 comments on Algorithms and Networking for Computer Games:

u/mysticreddit · 3 pointsr/gamedev

Hey RJAG. We don't always see eye to eye but you seem to be one of the more level headed guys around here! I almost always appreciate your posts -- they usually have an interesting perspective to them -- even if they aren't well received. I probably should pay more attention to them! But enough of how reddit tends to shoot the messenger and ignore the message.

You're right -- a lot of material is total crap. Out-of-date, not explained well, piss-poor naming, poor architecture, etc.

Warning:


I first started doing professional game dev back in 1995, so I am extremely biased. I've seen the fad of programming languages, toolkits, libraries, etc., come and go. I think Boost's 1,109 lines for a simple CRC is over-engineered C++ crap compared to the ~30 lines of C/C++ you actually need to solve the real problem.

With the #include <disclaimer.h> out of the way ... ;-)

The best authors I have found are (aside from Jason obviously):

u/professor_jeffjeff · 3 pointsr/gamedev

This is a huge topic and there's a lot of ways to do this. Just looking at how the game itself communicates is only one very small part of the picture though of course it's very important. In terms of things like authentication, storing what items a user has, friends lists, matchmaking (if relevant), and stuff like that, you'll find that those elements have far more in common with enterprise web application development than traditional "game development" (just look at what Riot is doing in terms of scalability, great presentations on GDC Vault for the last couple of years but not sure they're free or not). A good start is to investigate service oriented architecture (SOA), this is a good overview and Roy Osherove has some good stuff as well that you can investigate in his blog. Start googling for resources, they are plentiful.

For the actual server-server communication in terms of managing world state, you need a good understanding of networking in general first. Once you have that, then read this: http://www.stanford.edu/class/cs340v/papers/colyseus.pdf

That will probably answer a lot of your questions while simultaneously creating a lot more questions. Look at the references in that paper and explore some of those. Area of interest filtering is something you'll find quite useful to understand as well, which Colyseus goes into detail about but you can find more generalized information in the book [\"Algorithms and Networking for Computer Games\" by Jouni Smed and Harri Hakonen])http://www.amazon.com/Algorithms-Networking-Computer-Games-Jouni/dp/0470018127) which is expensive so try to find it used if you can (might be worth the money though). Those authors also have some research papers published that are worth looking at as well.

There are a few books out there about MMO development specifically but most of them are absolute shit and have almost no relevant technical detail, particularly in terms of how to actually network these things and (more importantly) how to make them scale.

u/xeow · 2 pointsr/gamedev

> I really don't why know there aren't any good "Game Networking" books??

Have you looked at "Algorithms and Networking for Computer Games"? I don't own it and haven't read much of it, but I've flipped through it at bookstores a few times and found it interesting...

http://www.amazon.com/Algorithms-Networking-Computer-Games-Jouni/dp/0470018127