game-programmer
GameNetworkingResources
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game-programmer | GameNetworkingResources | |
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34 | 9 | |
17,178 | 6,733 | |
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0.0 | 5.3 | |
22 days ago | about 1 month ago | |
Python | C | |
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game-programmer
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Resources to build a game engine from scratch?
I like this resource, it lists different starting spots based on skill level as well as different tracks (engine programming, AI, multiplayer, etc). https://github.com/miloyip/game-programmer
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My 14 year old son wants to learn how to code
This site gives an entire study path from kids to adults to learn game programming: https://github.com/miloyip/game-programmer
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Looking for career advice and what types of projects should I attempt?
https://github.com/miloyip/game-programmer This has everything. Start reading if you want industry level knowledge. Courses wont get you to that level. Also while reading you can implement all of this!
- What's next?
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Where to start with online multiplayer?
https://github.com/miloyip/game-programmer Go to the last section
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Any good starter guides for learning C or C++ game development
A Study Path for Game Programmer
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I've spent 5 years curating a gamedev resource mega-list, and now I've released it for free!
This collection was shared a lot in the past, still a good list of game programming related books: https://github.com/miloyip/game-programmer (my favorites here are the Game Programming Gems and AI Game Programming Wisdom that I collected in the past).
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It is possible the get into the game industry without any graduation or things like that?
I'm more into programming... At the moment I only have experience in web dev (html, css, js, react etc).. I'm starting to read some books from this guide https://github.com/miloyip/game-programmer Also I watched some guide on YouTube on how to use UE5 and unity... Maybe in 1-2 year a can define myself as a (junior) game dev.. For the moment I'm just scratching the surface.. I made this post to understand if this effort will be repaid somehow...
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Intermediate Books For Game Programming
Check out this study path: https://github.com/miloyip/game-programmer
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Are there any resources that go through a published game's code and explain it's architecture in both, high and low level?
There are not that many, I learned a bit from books like Game Coding Complete and Game Engine Architecture. There are obviously others that are not that high level, they get more into real-time topics like rendering, AI behaviour/navigation, etc. (Books that appear in that list for example: https://github.com/miloyip/game-programmer)
GameNetworkingResources
- A Curated List of Game Network Programming Resources
- Q: How are online games like Street Fighter 6 able to synchronize inputs from two players at a high frame rate? (60fps)
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Useful resources and guidelines for Multiplayer and Networking? (PvE)
The list maintained here favors content for actual game developers: https://github.com/ThusSpokeNomad/GameNetworkingResources
- Where to start with online multiplayer?
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How to become a Game Network Programmer?
Here is a list of resources: A Curated List of Game Network Programming Resources
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How often should i send packets of data to the server/client?
Check these articles here to learn how game netcode works. The answer to your question (and a lot more) will come naturally after a bit of reading. https://github.com/ThusWroteNomad/GameNetworkingResources
- Resources for writing game servers
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How Do Video Games Stay in Sync? An Intro to the Fascinating Networking O (Cont)
Honestly this is all largely a completely solved problem space. The article is just way out in left field seemingly fully oblivious to how game netcode currently works, which certainly isn't with AI prediction.
Look at actual game engine docs like this one from Valve https://developer.valvesoftware.com/wiki/Latency_Compensatin... or this one from Halo https://www.halowaypoint.com/news/closer-look-halo-infinite-...
But tldr is the only thing a client ever predicts is their own inputs, which of course can't really ever end up wrong later on. There's no other prediction happening (eg, the position of other players is not predicted)
And then for anti-cheat/optimization purposes the server also only sends positions for enemies that could be visible soon, which is done by taping into the same map chunking logic that would be used for asset streaming.
There's a ton of other great resources on this topic here https://github.com/ThusWroteNomad/GameNetworkingResources
But you'll find they all largely do the same basic thing. There's nuance in some of the rules and what state is replicated and what isn't (such as server side or client side ragdolls), but the general architecture tends to be the same. And without a fundamental shift in connectivity, seems pretty unlikely to change.
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In what order would you add features for an MMO?
https://github.com/MFatihMAR/Game-Networking-Resources (This is a list maintained by someone else, and it has some amazing things in it, and far more technical leaning than what I maintain).
What are some alternatives?
vulkan-guide - Introductory guide to vulkan.
UnityDoorstop - Doorstop -- run C# before Unity does!
flecs - A fast entity component system (ECS) for C & C++
2DGD_F0TH - [CC BY-NC-SA] A compendium of the community knowledge on game design and development
retro-book-gardens - The raycasting engine from the book "Gardens of Imagination"
Riptide - Lightweight C# networking solution for multiplayer games.
game-developer-roadmap - Roadmap to becoming a game developer in 2022
netmon_cli - A simple and lightweight terminal packet sniffer.
SFML - Simple and Fast Multimedia Library
unity-libs-nuget - Template for generating stripped Unity game libs nugets
The-Gamedev-Resource-Mega-List - A curated collection of game development resources [Moved to: https://github.com/notpresident35/learn-awesome-gamedev]
mc-mesher - marching cubes mesh generator for c++, c#, and unity