Friday, November 18, 2016

networking - How to write a network game?



Based on Why is it so hard to develop a MMO?:



Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load balancing. If you're not experienced with writing a networked game, this is going to be a difficult learning exercise.



I know the theory about sockets, servers, clients, protocols, connections and such things.



Now I wonder how one can learn to write a network game:



  • How to balance load problems?

  • How to manage the game state?

  • How to keep things synchronized?

  • How to protect the communication and client from reverse engineering?

  • How to work around latency problems?

  • Which things should be computed local and which things on the server?

  • ...



Are there any good books, tutorials, sites, interesting articles or other questions regarding this?


I'm looking for broad answers, but specific ones are fine too to learn the difference.




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