Upcoming Events
Unite 2010
11/10 - 11/12 @ Montréal, Canada

GDC China
12/5 - 12/7 @ Shanghai, China

Asia Game Show 2010
12/24 - 12/27  

GDC 2011
2/28 - 3/4 @ San Francisco, CA

More events...
Quick Stats
52 people currently visiting GDNet.
2406 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!
Link to us Events 4 Gamers
Intel sponsors gamedev.net search:

Resources Listed: 30
Topic Author Description
Beej's Guide to Network Programming
[Added: 1/25/2002]
Brian Hall  An excellent guide to programming with sockets. 
Cyberspace in the 21st Century: Scalability With a Big S
[Added: 3/1/2001]
Crosbie Fitch  Discusses how to engineer scalability into a distributed modeling system. 
Cyclic Redundancy Checking
[Added: 5/16/2003]
Clifford M. Roche  This article addresses the basic, as well as the slightly less basic, aspects of the CRC32 algorithm. 
Dead Reckoning: Latency Hiding for Networked Games
[Added: 10/19/1999]
Jesse Aronson  Discusses overcoming latency by predicting the actions of other entities. Requires a Gamasutra membership to access. 
Defeating Lag With Cubic Splines
[Added: 2/14/2000]
Nick Caldwell  This article explains a technique for eliminating the "jerk" of lag by employing the power of cubic splines in a dead-reckoning algorithm. 
Designing Fast-action Games for the Internet
[Added: 10/19/1999]
Yu-Shen Ng  Discusses the issues involved with designing a game for online play. Requires a Gamasutra membership to access. 
Distributed Gaming
[Added: 5/31/2003]
Omar A. Abdelwahed  It is the goal of this document to show how distributing gaming will dramatically benefit network intensive games. 
Distributing Object State for Networked Games Using Object Views
[Added: 4/20/2003]
Rick Lambright  Describes a technique for managing the distribution of object state using an encapsulation mechanism called an object view. 
DNS Resources Directory
[Added: 9/10/1999]
  Quite a useful site, several RFC's associated with DNS are available including some great DNS sites. DNS is one of the few things you'll have trouble finding source code for, so here's a good place to start when doing it the "hard" way. 
GameDev.net Multiplayer and Network Programming Forum FAQ
[Added: 9/8/2005]
Jon Watte  An extensive collection of answers to common networking questions. 
Half-Life and Team Fortress Networking: Closing the Loop on Scalable Network Gaming Backend Services
[Added: 6/13/2000]
Yahn W. Bernier  Examines how to provision a variety of backend services to provide a seamless user experience for gamers as they go on-line. 
How to Hurt the Hackers: The Scoop on Internet Cheating and How You Can Combat It
[Added: 7/26/2000]
Matt Pritchard  Ensemble Studios' Matt Pritchard shares his insight on the methods and motivations of hackers, based largely on his experience with the Age of Empires franchise. 
Introduction: Designing Multiplayer Games
[Added: 9/14/1999]
Jered Wierzbicki  Jered touches on some of the aspects of multiplayer game design. 
MUD Game Programming Chapter 1
[Added: 12/15/2003]
Ron Penton  A chapter from the book MUD Game Programming, by Ron Penton, from Premier Press. 
Multiplayer Math
[Added: 10/19/1999]
Larry O' Brien  Compares turn-based and real-time games, and discusses optimal time and space granularities. Requires a Gamasutra membership to access. 
Multi-User Chat Client and Server
[Added: 3/1/2001]
Francis Shanahan  The article walks the user through the concepts and coding techniques involved in building a multi-user chat application in Visual Basic. 
Networking for Games 101
[Added: 7/26/2000]
Jake Simpson  Raven's Jake Simpson covers the main issues involved with network programming. 
Of Internet Servers and SQL Databases: Designing the Backend for Power and Performance
[Added: 4/20/2003]
Pete Hallenberg  Discusses the technical issues faced when deciding upon the hardware your online game will require. 
Roll your own Intranet
[Added: 9/10/1999]
  On an introductory level, this is probably one of the best sites to visit as it will get you on your feet and coding various sockets related programs pretty quickly. The source code isn't that great, but you can easily figure out what needs to be done to generalize the code. HIGHLY RECOMMENDED! 
Security in Online Games
[Added: 2/17/2002]
Andrew and Chris Kirmse  The developers of Meridian 59 speak out on game security, defense strategies, and more.  
Security Issues of Online Gaming
[Added: 3/10/2004]
Greg Byrne  :ooks at several of the issues regarding security aspects of online based games and virtual worlds. 
Shaving Ping
[Added: 5/11/2006]
Doug Helbling  Discusses optimization techniques for getting the most out of your game server. 
Statistical Client Prediction
[Added: 12/2/1999]
Jakob Ramskov  An algorithm for predicting the player's actions using statistics. 
Synchronizing Threads in Java-Based Games
[Added: 10/19/1999]
Paul Tyma  I think the title says it all. Requires a Gamasutra membership to access. 
Targeting - A variation of dead reckoning
[Added: 5/17/2001]
Chris Haag  Describes a variation of dead reckoning where a remote player moves about a local player's game instance through persistent interpolation toward an uninterpolating and dynamic position. 
The Essentials of Multiplayer Games
[Added: 9/15/1999]
Jered Wierzbicki  The title says it all 
The Universal Game-Find Server
[Added: 6/16/2001]
Chris Haag  Presents an idea of using a DNS-like mechanism to standardize locating game servers. 
Using Groupings for Networked Gaming
[Added: 6/27/2000]
Jesse Aronson  Networked computer games present new data distribution challenges to the developer. With stand-alone games, all game information is available in one place, on one computer, all the time. When designing networked games, however, the developer has to consider what information the other players on the network need, when they need it, and how to deliver it to them. 
What is Lag?
[Added: 9/14/1999]
Geoff Howland  A discussion of the plague of networked games. 
Why Pluggable Factories Rock My Multiplayer World
[Added: 11/10/1999]
Mason McCuskey  Making a network messaging engine in C++ can be easy, if you know a few tricks. Mason shows you how the Pluggable Factories pattern can be used to help you get your network code up and running easily. 
 Key: = HTML article hosted here  , = HTML article hosted elsewhere  = link to another web site  = Adobe Acrobat document  = Zip files  = Word or text document