DapostoQUIC as Game Networking ProtocolA game network developer knows about TCP head-of-line-blocking(HOL) and uses a solution such a NetCode IO (C++, with Go, Rust, C#…Oct 31, 2021Oct 31, 2021
DapostoGame Networking (9) — Bonus, Overwatch ModelOverwatch uses a command model. This article will put all the previous articles together into this model. There are many other models, and…Jul 31, 2020Jul 31, 2020
DapostoGame Networking (8)— Present, past future where am ITiming in the game world is of importance. The server contains always the oldest data because the data from the server comes from clients…Jul 3, 2020Jul 3, 2020
DapostoGame Networking (7) — Deterministic vs StateEither something can be predicted or cannot be. Some games work fully deterministic, like the age of empires (uses a deterministic…Jul 3, 2020Jul 3, 2020
DapostoGame Networking (6) — Event, Input, Command Ring/Buffer/priority/QueueFor event-driven games (see this article) there is a concept called ‘buffering’. Like any other concept, there are different names for…Jul 3, 2020Jul 3, 2020
DapostoGame Networking (5) — Compression, delta encoding, interest management, bit packingWe want data to be as small as possible for most games. There are a lot of fabulous ways to do this. There are three categories:Jul 2, 2020Jul 2, 2020
DapostoGame Networking (4)— Client-Side Extrapolation a.k.a. Dead Reckoning/ InterpolationClient-Side Extrapolation is about figuring out the new value based on the latest information. Given positions A, B, and C it will…Jul 2, 2020Jul 2, 2020
DapostoGame Networking (3) - RTT, PING, latency, lagThese terms are very nice, they mean different things in different fields. So lets carefully examine them.Jul 2, 2020Jul 2, 2020
DapostoGame Networking (3) - RTT, PING, latency, lagThese terms are very nice, they mean different things in different fields. So lets carefully examine them.Jul 2, 2020Jul 2, 2020
DapostoGame Networking (2) - Time, Tick, Clock SynchronisationEveryone is talking about time synchronization, however, it isn’t about time at all! It’s about ‘timing’. I initially assumed everyone was…Jul 1, 2020Jul 1, 2020
DapostoGame Networking (1) - Interval and ticks.Confused with: Tick, Lockstep, Timestep, Tickrate, Server Tick, Client Update Rate, refresh rate, frame rate, sync tick, command frame…Jul 1, 2020Jul 1, 2020
DapostoGame Networking (0) — IntroductionHi! This is probably the thousandth blog post and or article you read about game networking. While writing a game networking library in…Jul 1, 2020Jul 1, 2020