Chapter 6
Multiplayer InternetNetworking with UDP
Doom. Quake IV. Crackdown. Unreal. It seems like every game released these days is written to be played on the Internet. It's the wave of the future—the world is becoming a global village and there's a dire need to kill everyone in town. But writing a game and writing a game that can be played over the Internet are two very different things. Far too many games have died in their infancy because programmers assumed it would be a simple matter of adding in network code when everything else was done. Nothing could be further from the truth. In this chapter, I'm going to show you the basics of setting up a network game and reducing the amount of lag, and then investigate some possible optimizations. ...
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