《多人游戏编程》封面

多人游戏编程

Multiplayer Game Programming

Josh Glazer、Sanjay Madhav · 初版 2015 年

4人推荐
5位读者提及
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Hacker News 上怎么说

  • ……“保持简单,越简单越好”,并且不再使用容器/k8s。我觉得我需要走一遍理解像 Agones/GameLift/Photon 这类多人游戏服务为何如此设计的全过程。读了 Joshua Glazer 和 Sanjay Madhav 写的《Multiplayer Game Programming: Architecting Networked Games》(多人游戏编程:架构网络游戏)对我帮助巨大(更不用说它让我能更好地听懂 GDC 上关于多人游戏主题的演讲了)。这一切大概说明了……

    …“keeeep it simple” and stopped using containers/k8s. I think I needed to journey through understanding why multiplayer game services like Agones/gamelift/photon were set up like they were. I read through Multiplayer Game Programming: Architecting Networked Games by Joshua Glazer and Sanjay Madhav really helped (not to mention allowed me to better understand GDC talks over multiplayer topics much better). This all probably speaks…

  • 多人游戏属于需要实时网络的应用类型。试着读读 Josh Glazer 和 Sanjay Madhav 写的《Multiplayer Game Programming: Architecting Networked Games》。另一种对实时性要求极高的编程是单片机/微控制器(microcontrollers)。你可以顺着这个方向深入研究。

    Multiplayer games are a type of application that requires real-time networking. Try reading "Multiplayer Game Programming: Architecting Networked Games" by Josh Glazer and Sanjay Madhav. Another type of programming with essential real-time is microcontrollers. You can dig into this way.

  • 对于对游戏网络编程感兴趣的人,我发现这是本很不错的书:https://www.amazon.com/Multiplayer-Game-Programming-Architec... 另外这也是一篇关于《DOOM 3》网络同步的好论文(10年前的):http://mrelusive.com/publications/papers/The-DOOM-III-Networ...

    For those interested in game neworking I found this to be a good book on the subject: https://www.amazon.com/Multiplayer-Game-Programming-Architec... Also this is a good paper (10 years old) on DOOM 3's networking: http://mrelusive.com/publications/papers/The-DOOM-III-Networ...

  • 听起来你的问题出在非确定性(non-determinism)和客户端预测(client prediction)上。这本书是个极好的资源:https://www.amazon.com/Multiplayer-Game-Programming-Architec...

    Sounds like your issues are non-determinism and client prediction. This book is a great resource. https://www.amazon.com/Multiplayer-Game-Programming-Architec...

  • ……发给所有客户端。游戏也可以是 P2P(peer-to-peer)的,不过我对那块没什么经验。我认识的在这一块很厉害的人,数学和计算机网络底子都极强。像《Multiplayer Game Programming: Architecting Networked Games》这样的书就涵盖了该领域的各种问题。我的工作是 Web 服务器应用开发,包括编写匹配服务、authn & authz(认证与授权)、健壮的购买流程等……

    …it to all the clients. Games can also be peer-to-peer, but I don't have any experience in that area. The people I know who excel in this area have strong math and computer network skills. A book like "Multiplayer Game Programming: Architecting Networked Games" is an example of problems in this space. Web server application work is what I do. Includes work like writing matchmaking services, authn & authz, robust purchasing flows…

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