Game Networking (0) — Introduction
Hi! This is probably the thousandth blog post and or article you read about game networking. While writing a game networking library in Rust I experienced the same thing. The information about this area is very spread over the internet. In this series, I try to briefly explain the most essential topics. What struck me was that there are many terms floating around but many of them have the same meaning. I think it can be very valuable for you to see these terms together in one respect. At least this was it for me!
In the article series, I will try to stick to definitions only. For real implementations, you will have to do your own research. If you see any errors, let me know, and I’ll adjust these immediately.
part 0 (intro)
part 1 (Interval and ticks)
part 2 (Time, Tick, Clock Synchronisation):
part 3 (RTT, PING, latency, lag)
part 4 (Client-Side Extrapolation a.k.a. Dead Reckoning/ Interpolation)
part 5 (Compression, delta encoding, interest management, bit packing)
part 6 (Event, Input, Command Ring/Buffer/priority/Queue)
part 7 (Deterministic vs State)
part 8 (Present, past future where am I)
part 9 (Bonus, Overwatch Model)