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	<title>Comments on: What every programmer needs to know about game networking</title>
	<atom:link href="http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/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: rts</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-1185</link>
		<dc:creator>rts</dc:creator>
		<pubDate>Sun, 20 Jun 2010 01:28:34 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-1185</guid>
		<description>thanks that makes sense.  i&#039;m on linux right now, but its easy enough to apply this.</description>
		<content:encoded><![CDATA[<p>thanks that makes sense.  i&#8217;m on linux right now, but its easy enough to apply this.</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-1184</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Sun, 20 Jun 2010 01:11:28 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-1184</guid>
		<description>game consoles usually have two levels of security. the closed platform itself (cannot modify the executable) and encrypted communications over UDP to avoid sniffing packets, modifying packets or injecting fake packets.

if you are a PC you can encrypt your communications but remember, never trust the client.

if you are on a PS3 you can trust that client slightly more

cheers</description>
		<content:encoded><![CDATA[<p>game consoles usually have two levels of security. the closed platform itself (cannot modify the executable) and encrypted communications over UDP to avoid sniffing packets, modifying packets or injecting fake packets.</p>
<p>if you are a PC you can encrypt your communications but remember, never trust the client.</p>
<p>if you are on a PS3 you can trust that client slightly more</p>
<p>cheers</p>
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	<item>
		<title>By: rts</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-1183</link>
		<dc:creator>rts</dc:creator>
		<pubDate>Sat, 19 Jun 2010 13:00:29 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-1183</guid>
		<description>really enjoyed this - you&#039;ve got me trying this out at home - very slowly :)

any suggestions on security?   udp seems pretty easy to pick up on . do you create your own authentication tokens to reverify after each event?

is connected udp an kind of solution?  it seems light enough to use for a game connection and i can see who is sending what.
-  does that present any issues - do you feel you have to home roll authentication too?</description>
		<content:encoded><![CDATA[<p>really enjoyed this &#8211; you&#8217;ve got me trying this out at home &#8211; very slowly <img src='http://gafferongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>any suggestions on security?   udp seems pretty easy to pick up on . do you create your own authentication tokens to reverify after each event?</p>
<p>is connected udp an kind of solution?  it seems light enough to use for a game connection and i can see who is sending what.<br />
-  does that present any issues &#8211; do you feel you have to home roll authentication too?</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-1182</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Tue, 20 Apr 2010 18:25:17 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-1182</guid>
		<description>Re Geo about deterministic lockstep model:

http://www.gamasutra.com/view/feature/3374/the_internet_sucks_or_what_i_.php
http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php</description>
		<content:encoded><![CDATA[<p>Re Geo about deterministic lockstep model:</p>
<p><a href="http://www.gamasutra.com/view/feature/3374/the_internet_sucks_or_what_i_.php" rel="nofollow">http://www.gamasutra.com/view/feature/3374/the_internet_sucks_or_what_i_.php</a><br />
<a href="http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php" rel="nofollow">http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php</a></p>
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	<item>
		<title>By: Geo</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-1181</link>
		<dc:creator>Geo</dc:creator>
		<pubDate>Mon, 19 Apr 2010 14:35:56 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-1181</guid>
		<description>Hello! I can&#039;t find any good documentation about lock-step with client/server. The classic lock step model would need a very long delay in responsivness until the ack for a command goes all the way back. Also, because the server must initiate all &#039;locks&#039; the delay gets even bigger. A way to reduce this delay would be to send a full snapshot of the world for resync each time a command did not arrive in time - but a full snapshot is a lot of data.

Toadcop mentioned something about lagger&#039;s don&#039;t affect gameplay and local speed increasing technic is not covered in the web. Is there a way to find out more about it? :)

Thank&#039;s a lot!</description>
		<content:encoded><![CDATA[<p>Hello! I can&#8217;t find any good documentation about lock-step with client/server. The classic lock step model would need a very long delay in responsivness until the ack for a command goes all the way back. Also, because the server must initiate all &#8216;locks&#8217; the delay gets even bigger. A way to reduce this delay would be to send a full snapshot of the world for resync each time a command did not arrive in time &#8211; but a full snapshot is a lot of data.</p>
<p>Toadcop mentioned something about lagger&#8217;s don&#8217;t affect gameplay and local speed increasing technic is not covered in the web. Is there a way to find out more about it? <img src='http://gafferongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thank&#8217;s a lot!</p>
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		<title>By: Toadcop</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-1180</link>
		<dc:creator>Toadcop</dc:creator>
		<pubDate>Thu, 25 Feb 2010 17:08:38 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-1180</guid>
		<description>awesome B-)</description>
		<content:encoded><![CDATA[<p>awesome B-)</p>
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	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-1179</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Wed, 24 Feb 2010 19:05:04 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-1179</guid>
		<description>New article: &lt;a href=&quot;http://gafferongames.com/networking-for-game-programmers/floating-point-determinism/&quot; rel=&quot;nofollow&quot;&gt;Floating Point Determinism&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>New article: <a href="http://gafferongames.com/networking-for-game-programmers/floating-point-determinism/" rel="nofollow">Floating Point Determinism</a></p>
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	</item>
	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-1178</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Tue, 23 Feb 2010 21:04:18 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-1178</guid>
		<description>no worries, i&#039;ve been studying up on this stuff for the past few days - you are just super-lucky you asked this question at exactly the right time!</description>
		<content:encoded><![CDATA[<p>no worries, i&#8217;ve been studying up on this stuff for the past few days &#8211; you are just super-lucky you asked this question at exactly the right time!</p>
]]></content:encoded>
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	<item>
		<title>By: Toadcop</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-1177</link>
		<dc:creator>Toadcop</dc:creator>
		<pubDate>Tue, 23 Feb 2010 20:59:01 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-1177</guid>
		<description>wow ! tnx ALOT !
now i need some time to study this =)</description>
		<content:encoded><![CDATA[<p>wow ! tnx ALOT !<br />
now i need some time to study this =)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/#comment-1176</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Tue, 23 Feb 2010 07:36:45 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?page_id=1309#comment-1176</guid>
		<description>Here are some good links about floating point determinism and IEEE 754:

http://www.box2d.org/forum/viewtopic.php?f=3&amp;t=1800
http://www.nccs.nasa.gov/images/FloatingPoint%5Fconsistency.pdf
http://www.christian-seiler.de/projekte/fpmath/
http://www.gamedev.net/community/forums/topic.asp?topic_id=499435
http://software.intel.com/en-us/forums/showthread.php?t=48339
http://gamesfromwithin.com/back-to-the-future-part-1
http://developer.apple.com/hardwaredrivers/ve/sse.html
http://download.intel.com/technology/itj/q41999/pdf/ia64fpbf.pdf
http://www.intel.com/standards/floatingpoint.pdf
http://cache-www.intel.com/cd/00/00/34/76/347605_347605.pdf
http://download.intel.com/technology/itj/Q21999/PDF/simd_ext.pdf
http://msdn.microsoft.com/en-us/library/aa289157(VS.71).aspx
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&amp;t=3435
http://docs.sun.com/source/819-3693/ncg_math.html#pgfId-405
http://stackoverflow.com/questions/968435/
http://docs.sun.com/source/806-3568/ncg_goldberg.html
http://www.mathworks.com/support/solutions/en/data/1-7AST0R/index.html</description>
		<content:encoded><![CDATA[<p>Here are some good links about floating point determinism and IEEE 754:</p>
<p><a href="http://www.box2d.org/forum/viewtopic.php?f=3&amp;t=1800" rel="nofollow">http://www.box2d.org/forum/viewtopic.php?f=3&amp;t=1800</a><br />
<a href="http://www.nccs.nasa.gov/images/FloatingPoint%5Fconsistency.pdf" rel="nofollow">http://www.nccs.nasa.gov/images/FloatingPoint%5Fconsistency.pdf</a><br />
<a href="http://www.christian-seiler.de/projekte/fpmath/" rel="nofollow">http://www.christian-seiler.de/projekte/fpmath/</a><br />
<a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=499435" rel="nofollow">http://www.gamedev.net/community/forums/topic.asp?topic_id=499435</a><br />
<a href="http://software.intel.com/en-us/forums/showthread.php?t=48339" rel="nofollow">http://software.intel.com/en-us/forums/showthread.php?t=48339</a><br />
<a href="http://gamesfromwithin.com/back-to-the-future-part-1" rel="nofollow">http://gamesfromwithin.com/back-to-the-future-part-1</a><br />
<a href="http://developer.apple.com/hardwaredrivers/ve/sse.html" rel="nofollow">http://developer.apple.com/hardwaredrivers/ve/sse.html</a><br />
<a href="http://download.intel.com/technology/itj/q41999/pdf/ia64fpbf.pdf" rel="nofollow">http://download.intel.com/technology/itj/q41999/pdf/ia64fpbf.pdf</a><br />
<a href="http://www.intel.com/standards/floatingpoint.pdf" rel="nofollow">http://www.intel.com/standards/floatingpoint.pdf</a><br />
<a href="http://cache-www.intel.com/cd/00/00/34/76/347605_347605.pdf" rel="nofollow">http://cache-www.intel.com/cd/00/00/34/76/347605_347605.pdf</a><br />
<a href="http://download.intel.com/technology/itj/Q21999/PDF/simd_ext.pdf" rel="nofollow">http://download.intel.com/technology/itj/Q21999/PDF/simd_ext.pdf</a><br />
<a href="http://msdn.microsoft.com/en-us/library/aa289157(VS.71).aspx" rel="nofollow">http://msdn.microsoft.com/en-us/library/aa289157(VS.71).aspx</a><br />
<a href="http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&amp;t=3435" rel="nofollow">http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&amp;t=3435</a><br />
<a href="http://docs.sun.com/source/819-3693/ncg_math.html#pgfId-405" rel="nofollow">http://docs.sun.com/source/819-3693/ncg_math.html#pgfId-405</a><br />
<a href="http://stackoverflow.com/questions/968435/" rel="nofollow">http://stackoverflow.com/questions/968435/</a><br />
<a href="http://docs.sun.com/source/806-3568/ncg_goldberg.html" rel="nofollow">http://docs.sun.com/source/806-3568/ncg_goldberg.html</a><br />
<a href="http://www.mathworks.com/support/solutions/en/data/1-7AST0R/index.html" rel="nofollow">http://www.mathworks.com/support/solutions/en/data/1-7AST0R/index.html</a></p>
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