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links [2025/05/08 16:14] – [Links] particleslinks [2025/05/21 10:59] (current) particles
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   * [[https://brodzinski.com/2025/03/milk-kanban.html|Milk Kanban]]   * [[https://brodzinski.com/2025/03/milk-kanban.html|Milk Kanban]]
   * [[https://www.solipsys.co.uk/new/SellYourselfSellYourWork.html|Sell yourself, Sell Your Work ...]]   * [[https://www.solipsys.co.uk/new/SellYourselfSellYourWork.html|Sell yourself, Sell Your Work ...]]
 +  * [[https://domenic.me/fsrs/|Spaced Repetition Systems Have Gotten Way Better]]
  
 Many people have asked me about Terraria networking or have asked how to do game networking properly, from the perspective of Terraria, which does nothing correctly. Though methods have become more advanced, the basics stay the same: Many people have asked me about Terraria networking or have asked how to do game networking properly, from the perspective of Terraria, which does nothing correctly. Though methods have become more advanced, the basics stay the same:
-  * [[https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization|Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization]] by Yahn W. Bernier (2001) remains my de-facto point-of-reference for how to do multiplayer game networking correctly, end-to-end, with minimal drawbacks.+  * [[https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization|Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization]] by Yahn W. Bernier (2001) remains my favorite bible on how to do multiplayer game networking correctly, end-to-end, with minimal drawbacks.
     * Of particular note in this article is the "Umm, This is a Lot of Work" heading.     * Of particular note in this article is the "Umm, This is a Lot of Work" heading.
   * [[https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking|Source Multiplayer Networking]] provides a very good overview of entity interpolation and techniques for implementing end-to-end client update loops with snapshot based prediction and server-side authority.   * [[https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking|Source Multiplayer Networking]] provides a very good overview of entity interpolation and techniques for implementing end-to-end client update loops with snapshot based prediction and server-side authority.
links.1746688477.txt.gz · Last modified: 2025/05/08 16:14 by particles