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	<title>Comments on: What every programmer needs to know about game networking</title>
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	<description>Glenn Fiedler&#039;s Game Development Articles and Tutorials</description>
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		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-36530</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Tue, 31 Jan 2012 03:56:23 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-36530</guid>
		<description>There are cheating considerations, network model considerations (eg. if P2P lockstep then you don&#039;t gain anything... async, sure), also, bandwidth! There is much more data to upload and you&#039;ll find yourself being able to support less players with P2P than c/s. I&#039;d recommend P2P for 4 or maybe 8 player games max. cheers</description>
		<content:encoded><![CDATA[<p>There are cheating considerations, network model considerations (eg. if P2P lockstep then you don&#8217;t gain anything&#8230; async, sure), also, bandwidth! There is much more data to upload and you&#8217;ll find yourself being able to support less players with P2P than c/s. I&#8217;d recommend P2P for 4 or maybe 8 player games max. cheers</p>
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		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-36529</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Tue, 31 Jan 2012 03:55:01 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-36529</guid>
		<description>It&#039;s clearly faster to go P2P, but much more complex than client/server - also, I need to know more about the type of game you are making to advise you on whether client/server or P2P is the way to go.

cheers</description>
		<content:encoded><![CDATA[<p>It&#8217;s clearly faster to go P2P, but much more complex than client/server &#8211; also, I need to know more about the type of game you are making to advise you on whether client/server or P2P is the way to go.</p>
<p>cheers</p>
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		<title>By: MrShankly</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-36491</link>
		<dc:creator>MrShankly</dc:creator>
		<pubDate>Mon, 30 Jan 2012 23:09:36 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-36491</guid>
		<description>Hi I have a question i hope you would be able to answer!

If developing a multiplayer game where the main problem is network latency, would that suit a p2p architecture over client server as you are cutting out transmission to the &quot;middle man&quot;?
Thanks!</description>
		<content:encoded><![CDATA[<p>Hi I have a question i hope you would be able to answer!</p>
<p>If developing a multiplayer game where the main problem is network latency, would that suit a p2p architecture over client server as you are cutting out transmission to the &#8220;middle man&#8221;?<br />
Thanks!</p>
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		<title>By: What is involved in creating a real-time multiplayer platformer game? &#124; Q&#38;A System</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-34549</link>
		<dc:creator>What is involved in creating a real-time multiplayer platformer game? &#124; Q&#38;A System</dc:creator>
		<pubDate>Mon, 16 Jan 2012 08:10:29 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-34549</guid>
		<description>[...] research up on online community online game programming which include content articles like What every programmer should know about online game networking and so I recognize the distinction among methods like Peer-to-Peer lockstep and Server-Client [...]</description>
		<content:encoded><![CDATA[<p>[...] research up on online community online game programming which include content articles like What every programmer should know about online game networking and so I recognize the distinction among methods like Peer-to-Peer lockstep and Server-Client [...]</p>
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	<item>
		<title>By: Astrofighter.Net &#124; Imphenzia Blog</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-20137</link>
		<dc:creator>Astrofighter.Net &#124; Imphenzia Blog</dc:creator>
		<pubDate>Wed, 21 Sep 2011 23:02:32 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-20137</guid>
		<description>[...] As I mentioned early on in this post, I&#8217;ve dedicated a lot of my time the past two weeks when I started a real stab at creating a game in Unity. I am amazed at how fast I am able to make progress in Unity being such a novice at it. In just a matter of two weeks, Unity has enabled me to create the basic foundation of space combat game that already supports server side authoritative network multiplayer with client side prediction. [...]</description>
		<content:encoded><![CDATA[<p>[...] As I mentioned early on in this post, I&#8217;ve dedicated a lot of my time the past two weeks when I started a real stab at creating a game in Unity. I am amazed at how fast I am able to make progress in Unity being such a novice at it. In just a matter of two weeks, Unity has enabled me to create the basic foundation of space combat game that already supports server side authoritative network multiplayer with client side prediction. [...]</p>
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		<title>By: Live0les</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-20114</link>
		<dc:creator>Live0les</dc:creator>
		<pubDate>Wed, 21 Sep 2011 14:59:20 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-20114</guid>
		<description>ThanksXD
I think a team full of cheaters....OWN-ED! ....XD</description>
		<content:encoded><![CDATA[<p>ThanksXD<br />
I think a team full of cheaters&#8230;.OWN-ED! &#8230;.XD</p>
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		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-19869</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Sat, 17 Sep 2011 11:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-19869</guid>
		<description>many games actually do this, but consider -- what if the cheater was smart and just moved a tiny bit faster over a few seconds, or if just dodged only at the right time to avoid a bullet, but this dodge was small enough that it seemed like a bit of lag?

the trick with the client side prediction / rewind replay is that it makes the server completely authoritative so this sort of cheat can be detected, while heuristics + voting can only detect blatant cheating and must have some amount of tolerance, since the game is not perfectly synchronized

also, consider what happens if you have a team full of cheaters? now you have one team all with hacked clients voting that the other team are cheaters. who do you believe? :)</description>
		<content:encoded><![CDATA[<p>many games actually do this, but consider &#8212; what if the cheater was smart and just moved a tiny bit faster over a few seconds, or if just dodged only at the right time to avoid a bullet, but this dodge was small enough that it seemed like a bit of lag?</p>
<p>the trick with the client side prediction / rewind replay is that it makes the server completely authoritative so this sort of cheat can be detected, while heuristics + voting can only detect blatant cheating and must have some amount of tolerance, since the game is not perfectly synchronized</p>
<p>also, consider what happens if you have a team full of cheaters? now you have one team all with hacked clients voting that the other team are cheaters. who do you believe? <img src='http://gafferongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>By: Liveoles</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-19589</link>
		<dc:creator>Liveoles</dc:creator>
		<pubDate>Tue, 13 Sep 2011 14:08:05 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-19589</guid>
		<description>Hello, you help me a lot!
However, I have an idea on &quot;here is my position&quot;thing...
Say in counterstrike, there should be at least 8 people to form a good match, say one of them is a cheat, and it uses teleportion hack, why can&#039;t I implement a client check in all 8 client, even the cheater closes it, the other 7 players will be able to calculate the position and the previous position, if it is larger than 15 or so, it sends a violation warning to the server, when the server receives more than say like 5 violation warnings, it start a vote ban thing, and that will be a client-server cooperated cheat detection system!
Please direct me if I am wrong, I am new to networking. Thanks.</description>
		<content:encoded><![CDATA[<p>Hello, you help me a lot!<br />
However, I have an idea on &#8220;here is my position&#8221;thing&#8230;<br />
Say in counterstrike, there should be at least 8 people to form a good match, say one of them is a cheat, and it uses teleportion hack, why can&#8217;t I implement a client check in all 8 client, even the cheater closes it, the other 7 players will be able to calculate the position and the previous position, if it is larger than 15 or so, it sends a violation warning to the server, when the server receives more than say like 5 violation warnings, it start a vote ban thing, and that will be a client-server cooperated cheat detection system!<br />
Please direct me if I am wrong, I am new to networking. Thanks.</p>
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		<title>By: XDSK2 (XNA 4.0 Resources) &#171; Nelxon</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-16810</link>
		<dc:creator>XDSK2 (XNA 4.0 Resources) &#171; Nelxon</dc:creator>
		<pubDate>Wed, 10 Aug 2011 07:24:44 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-16810</guid>
		<description>[...] General Game Networking &#8211; learn more building online multiplayer games [...]</description>
		<content:encoded><![CDATA[<p>[...] General Game Networking &#8211; learn more building online multiplayer games [...]</p>
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		<title>By: Sobre juegos online &#171; martin b.r.</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-16006</link>
		<dc:creator>Sobre juegos online &#171; martin b.r.</dc:creator>
		<pubDate>Thu, 28 Jul 2011 16:39:06 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-16006</guid>
		<description>[...] por ultimo el clasico &#8220;Lo que todo programador de redes deberia saber&#8221; de Glenn Fiedler.  AKPC_IDS += &quot;781,&quot;;Popularity: [...]</description>
		<content:encoded><![CDATA[<p>[...] por ultimo el clasico &#8220;Lo que todo programador de redes deberia saber&#8221; de Glenn Fiedler.  AKPC_IDS += &quot;781,&quot;;Popularity: [...]</p>
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