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Half-Life and Team Fortress Networking

226 pointsby setraover 7 years ago

11 comments

rjeliover 7 years ago
Here’s a nice white paper from Valve with diagrams on lag compensation, prediction, authoritative server, etc:<p><a href="https:&#x2F;&#x2F;developer.valvesoftware.com&#x2F;wiki&#x2F;Source_Multiplayer_Networking" rel="nofollow">https:&#x2F;&#x2F;developer.valvesoftware.com&#x2F;wiki&#x2F;Source_Multiplayer_...</a>
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gfodorover 7 years ago
For those interested in game neworking I found this to be a good book on the subject:<p><a href="https:&#x2F;&#x2F;www.amazon.com&#x2F;Multiplayer-Game-Programming-Architecting-Networked-ebook&#x2F;dp&#x2F;B0189RXWJQ&#x2F;ref=sr_1_2?ie=UTF8&amp;qid=1511654324&amp;sr=8-2&amp;keywords=game+networking" rel="nofollow">https:&#x2F;&#x2F;www.amazon.com&#x2F;Multiplayer-Game-Programming-Architec...</a><p>Also this is a good paper (10 years old) on DOOM 3&#x27;s networking:<p><a href="http:&#x2F;&#x2F;mrelusive.com&#x2F;publications&#x2F;papers&#x2F;The-DOOM-III-Network-Architecture.pdf" rel="nofollow">http:&#x2F;&#x2F;mrelusive.com&#x2F;publications&#x2F;papers&#x2F;The-DOOM-III-Networ...</a>
matt_wulfeckover 7 years ago
&gt; <i>The CD keys we used were algorithmically generated so as to be very difficult to guess randomly. Because authenticating takes several seconds, and the odds of guessing a valid CD key are low, there is a large barrier to repetitive key guessing.</i><p>I would love to learn more about this. How did the authentication system work? How difficult was it to brute force? Does it simply involve a master key creating individual subkeys? Is it RSA?
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Thaxllover 7 years ago
This paper is what started a lot of things now still in used today, the tribe model:<p><a href="http:&#x2F;&#x2F;www.pingz.com&#x2F;wordpress&#x2F;wp-content&#x2F;uploads&#x2F;2009&#x2F;11&#x2F;tribes_networking_model.pdf" rel="nofollow">http:&#x2F;&#x2F;www.pingz.com&#x2F;wordpress&#x2F;wp-content&#x2F;uploads&#x2F;2009&#x2F;11&#x2F;tr...</a>
roflchoppaover 7 years ago
&gt; &quot;The days of needing to do such things as manually type in IP addresses to connect to remote servers are coming rapidly to a close. Therefore, it is important for you to provide a seamless user experience for your gamers as they go on-line.&quot;<p>&gt;&gt; I miss the days of playing CS-1.5 and having to use gametiger.com to find servers to play in. Lots of pool_day and de_dats.
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lakjsdlfkjasdover 7 years ago
It&#x27;s close to quake 3 protocol as well. It&#x27;s not uncommon to see fake server listings with fake players and server information, some of them even allow you to connect to.
Hurtakover 7 years ago
It is a 17-year-old article. Did the fundamentals stayed the same or has there been any significant paradigm shifts in how game networking is done?
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Zolomonover 7 years ago
There are more resources like this on networking at <a href="http:&#x2F;&#x2F;gamedevs.org" rel="nofollow">http:&#x2F;&#x2F;gamedevs.org</a>.
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katasticover 7 years ago
PSA: Add print=1 to old gamasutra articles to get a single page.<p><a href="https:&#x2F;&#x2F;www.gamasutra.com&#x2F;view&#x2F;feature&#x2F;131577&#x2F;halflife_and_team_fortress_.php?print=1" rel="nofollow">https:&#x2F;&#x2F;www.gamasutra.com&#x2F;view&#x2F;feature&#x2F;131577&#x2F;halflife_and_t...</a><p>Also, the reason many don&#x27;t use TCP is that while it guarantees ordering and packet arrival people completely forget that it&#x27;s doing that by adding an indeterminate amount of latency. It&#x27;s not some &quot;packets arrive perfectly &#x2F; user different pipes, because [magic]&quot; solution.
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jblowover 7 years ago
I don’t recommend lag compensation. It’s a bad idea because it degrades the experiences of more-committed &#x2F; better players in order to cater to the less-committed &#x2F; worse players.
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pushedxover 7 years ago
I have had a suspicion for a while that &quot;Flat Earthers&quot; are trolling everyone into giving them a free ride into space in order to prove them wrong.
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