Home > Uncategorized > Talk: Real-time game networking.

Talk: Real-time game networking.

October 31, 2011

Online play and multiplayer are pretty much expected functionality of today’s console, PC, and even mobile games. Be it for chat, global score rankings, sharing content, or even head-to-head play, the internet has become an increasingly prevalent conduit for more connected gameplay. Arguably the most challenging form of online play that multiplayer can take on is that of the real-time domain: connecting a large number of players together in a 2D or 3D world and maintaining a low-latency simulation for them to play in.

This talk takes the shape of a case study, exploring the real-time networking strategies employed in an online, 2D overhead shooter game I developed from 2006 to 2008, built on top of UDP and featuring reliable in-order delivery of events and world synchronization information. I will be giving a run-down of the networking engine’s objectives, its feature-set, how it was implemented, and finally a Q&A session at the end.

“Real-time Game Networking” will be held by Stephen Whitmore on Wednesday November 2nd, 2011 at 6:00pm in MC 2054. See you there!

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Categories: Uncategorized
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