…“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…
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.
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...
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…
……“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…