Odamex Message Boards
Community Discussion => Devoblog => Topic started by: Dr. Sean on September 17, 2013, 17:55:40
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As players often wonder how Client/Server games work "under the hood", I'm creating a small thread that lists some important white papers in the field of client/server game programming.
This paper describes the architecture of the TRIBES engine and subsequent TNL library.
http://www.pingz.com/wordpress/wp-content/uploads/2009/11/tribes_networking_model.pdf (http://www.pingz.com/wordpress/wp-content/uploads/2009/11/tribes_networking_model.pdf)
Video and slides for similar information: http://coderhump.com/austin08/ (http://coderhump.com/austin08/)
This paper describes Doom 3's architecture, which is an advancement over Quake 3 Arena.
http://mrelusive.com/publications/papers/The-DOOM-III-Network-Architecture.pdf (http://mrelusive.com/publications/papers/The-DOOM-III-Network-Architecture.pdf)
This paper describes the CounterStrike architecture and the specifically client prediction of position and latency compensation for weapons.
http://web.cs.wpi.edu/~claypool/courses/4513-B03/papers/games/bernier.pdf (http://web.cs.wpi.edu/~claypool/courses/4513-B03/papers/games/bernier.pdf)
This video describes Halo's architecture, which is based heavily on the TRIBES architecture.
http://www.gdcvault.com/play/1014345/I-Shot-You-First-Networking (http://www.gdcvault.com/play/1014345/I-Shot-You-First-Networking)
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Some good material for long stoned winter nights. Thank you for it.
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This is sweet. Thanks, doc.