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Part IIIb: Server-Side (deployment, optimizations, and testing) of 64 Network...

I hate Mondays— Garfield the Cat — We continue our series of posts on network development for game engines. Previous parts: Part I. Client Side Part IIa. Protocols and APIs Part IIb. Protocols and...

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Part IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines

This post continues our multi-part article on network-related programming for game engines. As before, we’re covering pretty much every game out there (stock exchanges included), except for...

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Part V: UDP of 64 Network DO’s and DON’Ts for Game Engines

We continue our article on implementing network part of your game engine. Our today’s topic is about using UDP for game engines. Previous parts: Part I. Client Side Part IIa. Protocols and APIs Part...

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Part VI: TCP of 64 Network DO’s and DON’Ts for Multi-Player Game Developers

From the people that brought you the terror of Wednesday and the horror of Friday comes a nightmare that’ll make the rest of the week good…MONDAY!!!— Garfield and Friends — It’s Monday again, and here...

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Part VIIa: Security (TLS/SSL) of 64 Network DO’s and DON’Ts for Multi-Player...

We are about to finalize our epic multi-part article on network support for multi-player game engines. Previous parts: Part I. Client Side Part IIa. Protocols and APIs Part IIb. Protocols and APIs...

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Part VIIb: Security (concluded) of 64 Network DO’s and DONT’s for...

Today we’re concluding Part VII (Security), that in turn concludes our epic article on implementing network support for game engines. Yahoo! We’ve finally made it! Previous parts: Part I. Client Side...

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MMOG. RTT, Input Lag, and How to Mitigate Them

[[This is Chapter VII(a) from the upcoming book “Development&Deployment of Massively Multiplayer Online Games”, which is currently being beta-tested. Beta-testing is intended to improve the...

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MMOG: World States and Reducing Traffic

[[This is Chapter VII(b) from the upcoming book “Development&Deployment of Massively Multiplayer Online Games”, which is currently being beta-tested. Beta-testing is intended to improve the...

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MMOG. Point-to-Point Communications and non-blocking RPCs

[[This is Chapter VII(c) from the upcoming book “Development&Deployment of Massively Multiplayer Online Games”, which is currently being beta-tested. Beta-testing is intended to improve the...

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IDL: Encodings, Mappings, and Backward Compatibility

Pages: 1 2 [[This is Chapter VII(d) from the upcoming book “Development&Deployment of Massively Multiplayer Online Games”, which is currently being beta-tested. Beta-testing is intended to improve...

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