Where could I explore network architecture of successfull networking games?

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4 comments, last by hplus0603 1 year, 8 months ago

It is good to study the experience of other gamedev teams which developed something successfull before start to do something. I am looking for any pubicly available industrial experience, which relates to network architecture of popular games. I am interested in challenges which team overcame during development process. I would appreciate any links on such a materials.

Good example is this - https://www.gamedevs.org/,​ but I am looking for more.

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Hello,

You sould take a look at the dawn of light project (http://www.dolserver.net) which is an unnoficial server for the old mmorpg dark age of camelot (https://www.darkageofcamelot.com/)

This is an open source server emulator project written in C# started in 2003 by fans. They have created from scratch a server framework with database, packet and server logic.

Custom servers can now host thousands of players at the same time. They did a pretty good job.

Note that you can download the client for free on the official website, and run an instance of a custom server locally.

The “1500 archers on a 28800 modem” article about the RTS networking in Age of Empires. https://www.gamedeveloper.com/programming/1500-archers-on-a-28-8-network-programming-in-age-of-empires-and-beyond

The “Source Multiplayer Networking” article is also a classic. https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

Then there's the GGPO article about input-synchronous fighting game networking. https://www.ggpo.net/​ – it tends to over-claim that “this can solve everything for everyone,” which isn't true, but it's still good.

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I don`t know if they are still around but the Torque engine from Garage Games was rumored to have a good networking architecture (only rumored because I don`t know much about networking so I can`t confirm or deny the rumor based on my own expertise)

My project`s facebook page is “DreamLand Page”

Torque networking was fine for the time. They computed remote entities based on sending inputs with occasional state snapshots (and maybe CRCs, IIRC?) so they didn't need to send large state dumps every network tick.

enum Bool { True, False, FileNotFound };

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