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Category: GameDev

VALORANT’S 128-TICK SERVERS

I thought this article was super cool so I want to mirror it. It was originally posted on the Riot Games blog. Hi, I’m Brent “Brentmeister” Randall and I’m an engineer on the Gameplay Integrity team for VALORANT. My team is responsible for VALORANT’s build system, automation framework, game client performance, and server performance. In this article,…

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GameDev

The DOOM III Network Architecture

To immerse a player into a highly interactive game environment with fast-pacedaction, a computer game must deliver a consistent and responsive experience.However, this may be difficult to realize when a computer game is played over anetwork connection because network environments introduce various constraintssuch as an always limited amount of bandwidth that can be used to…

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GameDev

The TRIBES Engine Networking Model
or How to Make the Internet Rock for Multi­player Games

by Mark Frohnmayer and Tim GiftMark.Frohnmayer@Dynamix.com Tim.Gift@Dynamix.com AbstractThis paper discusses the networking model developed to support a“real­time” multi­player gaming environment. This model is beingdeveloped for TRIBES II, and was first implemented in StarsiegeTRIBES, a multi­player online team game published in December’98. The three major features of this model are: support formultiple data delivery requirements, partial…

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or How to Make the Internet Rock for Multi­player Games”
»

GameDev

Choosing TCP or UDP: a guide for game developers

As a game developer, you’ll hear lots of myths about network code, especially when it comes to choosing UDP or TCP. You’ll be told that: You can’t build anything fast with TCP, dismissing counterexamples. UDP is always faster than TCP, ignoring that UDP is deprioritized by traffic-shaping networks. Your game must have the fastest net…

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GameDev

In Unreal Engine 4, how do I get the component’s “game object” via C++?

1 To do this in Unreal and C++, you’ll need to set a pointer to the class and then cast to it. Casting is expensive in terms of overhead so if it’s something you’ll be doing often, it’s best to get it sorted in Begin Play and call the variable in Tick or whenever you…

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GameDev

1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond

In Age of Empires the time to complete each simulation step varies greatly: the rendering time changes if the user is watching units, scrolling, or sitting over unexplored terrain, and large paths or strategic planning by the AI made the game turn fluctuate fairly wildly. A few quick calculations show that passing even a small…

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GameDev

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