How to write a network game? [closed]
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Tom Wijsman
on Game Development
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Published on 2010-07-14T21:23:24Z
Indexed on
2012/09/19
9:53 UTC
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Based on Why is so hard to develop a MMO?:
Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load balancing. If you're not experienced with writing a networked game, this is going to be a difficult learning exercise.
I know the theory about sockets, servers, clients, protocols, connections and such things.
Now I wonder how one can learn to write a network game:
- How to balance load problems?
- How to manage the game state?
- How to keep things synchronized?
- How to protect the communication and client from reverse engineering?
- How to work around latency problems?
- Which things should be computed local and which things on the server?
- ...
Are there any good books, tutorials, sites, interesting articles or other questions regarding this?
I'm looking for broad answers, but specific ones are fine too to learn the difference.
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