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	<title>Comments on: Networking for Game Programmers</title>
	<atom:link href="http://gafferongames.com/networking-for-game-programmers/feed/" rel="self" type="application/rss+xml" />
	<link>http://gafferongames.com</link>
	<description>Glenn Fiedler&#039;s Game Development Articles and Tutorials</description>
	<lastBuildDate>Tue, 07 Sep 2010 17:03:11 +0000</lastBuildDate>
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		<title>By: Mark</title>
		<link>http://gafferongames.com/networking-for-game-programmers/#comment-787</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Tue, 06 Apr 2010 19:44:38 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=73#comment-787</guid>
		<description>Well, you could do it in a &quot;Gems&quot; sort of book. Make it a collection of useful articles that would make good reference material.</description>
		<content:encoded><![CDATA[<p>Well, you could do it in a &#8220;Gems&#8221; sort of book. Make it a collection of useful articles that would make good reference material.</p>
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		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/#comment-786</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Sun, 04 Apr 2010 15:58:03 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=73#comment-786</guid>
		<description>Thank you very much. I think my strategy would be to just keep writing articles on this site. Eventually, I&#039;ll have critical mass to assemble these into a book. I&#039;d rather not sit down and decide &quot;today I&#039;m writing a book!&quot;. But it&#039;ll probably happen eventually. cheers</description>
		<content:encoded><![CDATA[<p>Thank you very much. I think my strategy would be to just keep writing articles on this site. Eventually, I&#8217;ll have critical mass to assemble these into a book. I&#8217;d rather not sit down and decide &#8220;today I&#8217;m writing a book!&#8221;. But it&#8217;ll probably happen eventually. cheers</p>
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		<title>By: R Kline</title>
		<link>http://gafferongames.com/networking-for-game-programmers/#comment-785</link>
		<dc:creator>R Kline</dc:creator>
		<pubDate>Sat, 03 Apr 2010 05:54:06 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=73#comment-785</guid>
		<description>Count me in among the &quot;you should write a book&quot; crowd. I&#039;d race to buy it. The sort of information you lay out in your articles is really hard to find all-in-one-place. I learned more about the networking aspects of game programming from reading your article series than I have from months of on and off google searching. You have a real talent for presenting the info at a good pace, not too dumbed-down, but also not too overly detailed. PLEASE publish a book someday. You&#039;d be doing the world a big favor. Also, this sort of info is good for sitting down on the couch and reading through, rather than loading into the web browser (though that&#039;s alright too). Dead trees still have their uses.

Keep up the fantastic work.</description>
		<content:encoded><![CDATA[<p>Count me in among the &#8220;you should write a book&#8221; crowd. I&#8217;d race to buy it. The sort of information you lay out in your articles is really hard to find all-in-one-place. I learned more about the networking aspects of game programming from reading your article series than I have from months of on and off google searching. You have a real talent for presenting the info at a good pace, not too dumbed-down, but also not too overly detailed. PLEASE publish a book someday. You&#8217;d be doing the world a big favor. Also, this sort of info is good for sitting down on the couch and reading through, rather than loading into the web browser (though that&#8217;s alright too). Dead trees still have their uses.</p>
<p>Keep up the fantastic work.</p>
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		<title>By: Vincent</title>
		<link>http://gafferongames.com/networking-for-game-programmers/#comment-784</link>
		<dc:creator>Vincent</dc:creator>
		<pubDate>Fri, 02 Apr 2010 09:06:08 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=73#comment-784</guid>
		<description>I&#039;m in need of a distributed physics engine for MMO. A solution to distribute a bunch of cubes like in your demo, but server side.

This is for MMO, therefore users have to be able to connect to the system, see and act is the virtual world...

Do you think it&#039;s even possible ?</description>
		<content:encoded><![CDATA[<p>I&#8217;m in need of a distributed physics engine for MMO. A solution to distribute a bunch of cubes like in your demo, but server side.</p>
<p>This is for MMO, therefore users have to be able to connect to the system, see and act is the virtual world&#8230;</p>
<p>Do you think it&#8217;s even possible ?</p>
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		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/#comment-783</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Thu, 01 Apr 2010 17:00:35 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=73#comment-783</guid>
		<description>Take a look at the &quot;Sync Host&quot; paper from Insomniac R&amp;D to show how to use an authority scheme with dedicated server - cheers</description>
		<content:encoded><![CDATA[<p>Take a look at the &#8220;Sync Host&#8221; paper from Insomniac R&amp;D to show how to use an authority scheme with dedicated server &#8211; cheers</p>
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		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/#comment-782</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Thu, 01 Apr 2010 16:59:55 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=73#comment-782</guid>
		<description>It would need to be adapted to work with a client/server architecture but sure. You could just run the physics purely on the clients then have the server validate the physics and check it is within some tolerance. The bottleneck would of course be CPU cost on the server. Just FYI this is the hard thing I don&#039;t believe there is any way around it =)</description>
		<content:encoded><![CDATA[<p>It would need to be adapted to work with a client/server architecture but sure. You could just run the physics purely on the clients then have the server validate the physics and check it is within some tolerance. The bottleneck would of course be CPU cost on the server. Just FYI this is the hard thing I don&#8217;t believe there is any way around it =)</p>
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		<title>By: Vincent</title>
		<link>http://gafferongames.com/networking-for-game-programmers/#comment-781</link>
		<dc:creator>Vincent</dc:creator>
		<pubDate>Thu, 01 Apr 2010 11:23:53 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=73#comment-781</guid>
		<description>Awesome presentation and demo !!!
Will it works in a MMO Game ? a MMOFPS game ?

Vincent</description>
		<content:encoded><![CDATA[<p>Awesome presentation and demo !!!<br />
Will it works in a MMO Game ? a MMOFPS game ?</p>
<p>Vincent</p>
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	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/#comment-780</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Wed, 31 Mar 2010 22:27:51 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=73#comment-780</guid>
		<description>How about something like this?

http://gafferongames.com/2010/03/11/gdc-2010-networked-physics-slides-demo/</description>
		<content:encoded><![CDATA[<p>How about something like this?</p>
<p><a href="http://gafferongames.com/2010/03/11/gdc-2010-networked-physics-slides-demo/" rel="nofollow">http://gafferongames.com/2010/03/11/gdc-2010-networked-physics-slides-demo/</a></p>
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	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/#comment-779</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Wed, 31 Mar 2010 22:11:43 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=73#comment-779</guid>
		<description>Thanks very much! Yes, eventually I&#039;m sure I&#039;ll write a book about networking. Hopefully it&#039;ll be &quot;THE&quot; book about networking. We&#039;ll see!</description>
		<content:encoded><![CDATA[<p>Thanks very much! Yes, eventually I&#8217;m sure I&#8217;ll write a book about networking. Hopefully it&#8217;ll be &#8220;THE&#8221; book about networking. We&#8217;ll see!</p>
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	<item>
		<title>By: Vincent</title>
		<link>http://gafferongames.com/networking-for-game-programmers/#comment-778</link>
		<dc:creator>Vincent</dc:creator>
		<pubDate>Wed, 31 Mar 2010 17:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=73#comment-778</guid>
		<description>Hi Glenn,

Thanks so much for your articles :p
I&#039;ve read this one (http://gafferongames.com/game-physics/networked-physics/) and I wonder if you can tell us more about server side distributed physics, do you think it could be interesting for MMO Game ?
How to distribute (on more than one servers) and compute the physics of a huge stacks of boxes for MMO game user ? Specialy MMOFPS game user, in fact :)

Vincent</description>
		<content:encoded><![CDATA[<p>Hi Glenn,</p>
<p>Thanks so much for your articles :p<br />
I&#8217;ve read this one (<a href="http://gafferongames.com/game-physics/networked-physics/" rel="nofollow">http://gafferongames.com/game-physics/networked-physics/</a>) and I wonder if you can tell us more about server side distributed physics, do you think it could be interesting for MMO Game ?<br />
How to distribute (on more than one servers) and compute the physics of a huge stacks of boxes for MMO game user ? Specialy MMOFPS game user, in fact <img src='http://gafferongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Vincent</p>
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