incheon
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A Node.js based real-time game server
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Markdown
The field of multiplayer game networking is vast, spans many years, game genres and software architectures. Here is a partial list of sources we've used while developing Incheon.
* **[Multiplayer Game Programming: Architecting Networked Game](https://www.amazon.com/Multiplayer-Game-Programming-Architecting-Networked-ebook/dp/B0189RXWJQ)** by Josh Glazer & Sanjay Madhav
A very comprehensive book on all things multiplayer
* **[Fast-Paced Multiplayer](http://www.gabrielgambetta.com/fast_paced_multiplayer.html)** by Gabriel Gambetta
Describes client-side prediction and interpolation in depth
* **[Gaffer on Games](http://gafferongames.com/networking-for-game-programmers/)** by Glenn Fiedler
A series on Game Networking and a series on Networked Physics.
* **[Synchronous RTS Engines and a Tale of Desyncs](https://blog.forrestthewoods.com/synchronous-rts-engines-and-a-tale-of-desyncs-9d8c3e48b2be#.tg3rrpjpr)** by Forrest Smith
Articles discussing the multiplayer architecture of the RTS title *Supreme Commander*
* **[Source Multiplayer Networking](https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking)** by Valve
A thorough description of Valve's Source Engine multiplayer architecture
* **[Timelines: simplifying the programming of lag compensation for the next generation of networked games
Authors
](http://link.springer.com/article/10.1007/s00530-012-0271-3#Sec17)** by Cheryl Savery, T. C. Nicholas Graham
In depth discussion of a timeline model for multiplayer games
http://link.springer.com/article/10.1007/s00530-012-0271-3#Sec17