MultiplayerNetworkingResources

2025-12-10 0 701

Multiplayer Networking (aka game networking or netcode), mainly focuses on the inherent synchronization challenges of multiplayer online games such as latency, jitter and packet loss — trying to mitigate with sophisticated algorithms and techniques, including prediction, compensation, reconciliation, interpolation and other mechanisms. Multiplayer networking is often deeply involved in and integrated with other game systems like physics, animation and gameplay.

Articles

  • 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond – Mark Terrano, Paul Bettner.
  • Alvaro Jover-Alvarez\’s Blog – Various articles on Unreal Engine 5 multiplayer by Alvaro Jover-Alvarez.
  • Choosing TCP or UDP: a guide for game developers – Basic TCP vs UDP comparison by Heroic Labs.
  • Close Look: Halo Infinite\’s Online Experience – Discussing netcode issues and mitigations by Richard Watson.
  • Delta Rollback: New optimizations for Rollback Netcode – New ideas and optimizations by David Dehaene.
  • Don\’t use Lockstep in RTS games – Comparing Lockstep vs Client-Server Networking Models for RTS.
  • Ethernet vs. WiFi – Connection over WiFi vs Ethernet metrics comparison by Viscarious from Riot Games.
  • Explaining Delay-based and Rollback Netcode – Rollback netcode for fighting games by Ricky Pusch.
  • Fast-Paced Multiplayer – Prediction, reconciliation, interpolation and compensation by Gabriel Gambetta.
  • Fightin\’ Words, Netcode – Articles explaining how fighting games use delay-based and rollback netcode.
  • Fight The Lag! The Trick Behind GGPO\’s Low Latency Netcode – An explanation of GGPO by Tony Cannon.
  • Gaffer on Games – Glenn Fiedler\’s reliable-UDP protocol and game network development articles.
  • Game Networking Demystified – Basic game networking terminology and concepts by Ruoyu Sun.
  • Game Server Architecture – Matthew Walker\’s multiplayer game server architecture blog.
  • High Performance Browser Networking – A free online book about modern web protocols by Ilya Grigorik.
  • How a Shooter Shoots – Armin Ronacher\’s analysis on Battlefield 3\’s shooting mechanism in multiplayer.
  • Impact Of Latency In Wireless Networks For Real-time Multiplayer Games On Mobile Devices – A paper.
  • IT Hare on Network Programming – Detailed network programming articles from IT Hare team.
  • Kieran Newland\’s Blog – Various articles on Unreal Engine 5 multiplayer networking by Kieran Newland.
  • Lag Compensation – Fair Play for all Pings – An article explaining lag compensation by Mitchell Robinson.
  • NAT Punch-through for Multiplayer Games – NAT and P2P connectivity by Keith Johnston.
  • Netcode at Super Bit Machine: Multiplayer First – Article series on ARMAJET\’s netcode stack by Nicola Geretti.
  • Netcode Explained – Game networking concepts with examples by Chris \”Battle(non)sense\” on PC Gamer.
  • Networked Physics in Virtual Reality – Networking a stack of cubes with Unity and PhysX by Glenn Fiedler.
  • Networking of a turn-based game – Deterministic state synchronization netcode by Frédéric Kaczynski.
  • Network Protocols – A brief overview of low-level network protocols stack from Destroy All Software.
  • Más Bandwidth – Glenn Fiedler\’s new blog on game network programming and scalable backend engineering.
  • Peeking into Valorant\’s Netcode – Netcode overview and peeker\’s advantage by Matt deWet and David Straily.
  • Quake 3 Network Model – Fabien Sanglard\’s source code review about Quake 3\’s networking model.
  • Real Time Multiplayer in HTML5 – Sven Bergström\’s multiplayer game development on the web guide.
  • Replication in Networked Games – Mikola Lysenko\’s replication articles for JavaScript-based multiplayer.
  • Rollback Networking in INVERSUS – Ryan Juckett\’s post on a peer-to-peer rollback system in multiplayer.
  • SnapNet Blog – Netcode Architectures (lockstep, rollback, snapshot interpolation, Tribes\’) by Jay Mattis.
  • Source Multiplayer Networking – Valve\’s Source engine wiki including advanced game networking topics.
  • Sync Host Overview – A slide deck covering Sync Host architecture by Peter Kao from Insomniac Games.
  • Tech-Stack of the Ultima Online Servers – A summary of UO tech-stack by Raph Koster and Brian Crowder.
  • The Case of the Quake Cheats – Security lessons from client-server model from Quake 1 by id Software.
  • The DOOM III Network Architecture – Improvements on network architectures used in Quake III Arena.
  • The Poor Man\’s Netcode – Project code and detailed blog post about networking challenges by Evan Todd.
  • The TRIBES Engine Networking Model – Tribes I & II\’s networking model by Mark Frohnmayer and Tim Gift.
  • Tick Based Lag Compensation in Unity – Case scenario on shooting with better accuracy by Albin Corén.
  • Unity Physics and Client-Side Prediction – Demo project and how-to blog post by Joe Best-Rotheray.
  • Unity UNET HLAPI and Steam P2P Networking – Example project and detailed blog post by Justin Rempel.
  • Unreal Engine 1 Netcode – Historical paper on netcode in UE1 (and Unreal Tournament) by Tim Sweeney.
  • Unreal Engine 3 Networking & Replication – Historical UE3 game networking from the old wiki.
  • Unreal Engine 4 Framework & Network – A look into Unreal game networking framework by Nuno Afonso.
  • Unreal Engine Multiplayer Network Compendium – Introduction to Unreal multiplayer by Cedric Neukirchen.
  • Valorant\’s 128-Tick Servers – Server runtime optimization techniques in-depth by Brent Randall.
  • What Makes Apex Tick: A Developer Deep Dive Into Servers and Netcode – by Samy Duc.
  • RU Как мы писали сетевой код мобильного PvP шутера – Pixonic о клиенте в быстром шутере.

Videos

  • Game Developers Conference
    • 2000 / Half-Life and Team Fortress Networking – Talk on backend network services by Yahn Bernier.
    • 2010 / Building the Server Software for ELIMINATE – By Stephen Detwiler and James Marr.
    • 2011 / Crysis 2 Multiplayer – A Programmer\’s Postmortem by Peter Hall from Crytek.
    • 2011 / I Shot You First – Gameplay networking in Halo: Reach by David Aldridge from Bungie.
    • 2012 / Writing Server and Network Code for Your Online Game – Talk by Patrick Wyatt from En Masse.
    • 2013 / Network Serialization and Routing in World of Warcraft – Talk by Joe Rumsey from Blizzard.
    • 2015 / Game Networking for Physics Programmers – Talk by Glenn Fiedler from Respawn.
    • 2015 / Networking Gameplay and AI in Assassin\’s Creed Unity – Talk by Charles Lefebvre from Ubisoft.
    • 2015 / Shared World Shooter: Destiny\’s Networked Mission Architecture – By Justin Truman.
    • 2015 / Stop, Copy/Paste Networking & Innovate – Design approaches by Claire Blackshaw from Sony.
    • 2016 / Fighting Latency on Call of Duty Black Ops III – Talk by Benjamin Goyette from Activision.
    • 2017 / Overwatch Gameplay Architecture and Netcode – Timothy Ford on precise simulation with ECS.
    • 2017 / Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights – Talk by Philip Orwig.
    • 2017 / Networking Scripted Weapons and Abilities in Overwatch – Talk by Dan Reed from Blizzard.
    • 2017 / Replicating Chaos: Vehicle Replication in Watch Dogs 2 – Replicating vehicle movement in P2P.
    • 2018 / 8 Frames in 16ms – Rollback Networking in Mortal Kombat and Injustice 2 by Michael Stallone.
    • 2018 / For Honor: From a Great Launch to Live Period – By Damien Kieken and Roman Campos Oriola.
    • 2018 / It IS Rocket Science! – The physics and networking of Rocket League in details by Jared Cone.
    • 2019 / Back to the Future! Working with Deterministic Simulation in For Honor – by Jennifer Henry.
    • 2019 / Quantum Deep Dive – Photon Quantum Network Engine for Unity by Eric from Exit Games.
  • Unreal Engine Livestream
    • Replication Graph – Epic\’s dev-team demonstrates UE 4.20\’s new Replication Graph feature.
    • Server Optimizations – Ryan Gerleve and Dave Ratti to discuss server optimization techniques in UE4.
  • Unreal Fest
    • EU 2019 / Replication Graph For Optimizing RTS Games – Talk by Nick Prühs from Deadalic.
  • Unity Unite
    • EU 2016 / Building a PvP focused MMO – Albion MMO architecture by David Salz from Sandbox.
    • EU 2017 / Photon vs UNet – Netcode architecture comparison by Christof Wegmann from Exit Games.
    • LA 2018 / Deep-Dive Into Networking for Unity\’s FPS Sample – Talk by Peter Andreasen from Unity.
    • EU 2019 / Intro to DOTS and Netcode – Networked future of Unity using DOTS by Tim Johansson.
  • Other
    • Between Two Servers – Glenn Fiedler interviews gamedevs about multiplayer and netcode.
    • Engineering Fast Paced Multiplayer Games with Gabriel Gambetta – 1 hour interview podcast.
    • Rollback Netcode in Godot – A tutorial series about implementing rollback netcode in Godot.
    • HandmadeCon 2015 / Pat Wyatt – Chat about Guild Wars, Diablo, StarCraft netcode by Pat Wyatt.
    • Overwatch / Let\’s Talk Netcode – Overwatch netcode by Tim Ford and Philip Orwig from Blizzard.
    • Unity + Mirror Networking Tutorials – Conceptual and hands-on implementation by Neil Shah.
    • Valorant / Netcode & 128-Servers – Some basic networking concepts in Valorant from Riot Games.
    • Warframe / Networking Architecture – Warframe netcode by Maciej Sinilo from Digital Extremes.

Libraries

  • C / C++
    • ENet – Simple and robust reliable UDP networking library.
    • GameNetworkingSockets – Valve\’s internal (Steam) network transport layer for games.
    • GGPO – Good Game, Peace Out Rollback Network SDK.
    • KCP – A fast and reliable ARQ protocol.
    • netcode – Secure connection-based client/server protocol built on top of UDP (C, C#, Rust, Go etc…)
    • RakNet – (Inactive) Full-featured and mature reliable UDP networking engine.
    • Reliable – A packet acknowledgement system for UDP (C).
    • Serialize – A simple bitpacking serializer for C++.
    • Snapnet – AAA netcode for real-time multiplayer games.
    • TNL2 – (Inactive) Torque Networking Library 2 which is quite similar to TRIBES Networking Model.
    • yojimbo – Reliable UDP networking library for client/server games with dedicated servers (C++).
  • C#
    • Barebones Master Server – Backend framework with auth, profile, lobby, chat features for Unity.
    • DarkRift 2 – Unity focused high-performance multi-threaded multiplayer networking solution.
    • FishNet – Unity networking solution aimed towards reliability, ease of use, efficiency, and flexibility.
    • Forge Networking – Unity focused real-time multiplayer networking solution.
    • GONet – Unity netcode solution, mostly GameObject centric.
    • Lidgren.Network – Reliable UDP networking library (.NET/Mono/Unity).
    • LiteNetLib – Lite reliable UDP networking library (.NET/Mono/Unity).
    • MagicOnion – Unified Realtime/API framework for .NET platform and Unity.
    • Mirror – A community replacement for Unity\’s abandoned UNET Networking System.
    • Netcode for Entities – Unity\’s official netcode SDK for Entities workflows.
    • Netcode for GameObjects – Unity\’s official netcode SDK for GameObject workflows.
    • Netick – A server-authoritative networking solution for Unity.
    • NetStack – Lightweight toolset for creating concurrent networking systems for multiplayer games.
    • Networker – TCP and UDP networking library (.NET/Unity).
    • Normcore – Seamless multiplayer game networking for Unity (Cloud/SaaS).
    • Photon Engine – Hybrid multiplayer game networking platform (Cloud/SaaS).
    • RiptideNetworking – Lightweight C# networking solution for multiplayer games.
  • Go
    • Agones – Dedicated Game Server Hosting and Scaling for Multiplayer Games on Kubernetes
    • Nakama – Open-source backend infrastructure for multiplayer games (also with Unity/C# SDK).
    • GoWorld – Scalable Distributed Game Server Engine with Hot Swapping (and Unity demo!).
  • Java
    • SmartFoxServer – Massive multiplayer game server with advanced built-in features.
  • JavaScript
    • Actionhero – A node.js API server framework for TCP sockets, websockets and HTTP clients.
    • Colyseus – Authoritative multiplayer game server backend framework.
    • Kalm – Socket manager/optimizer library with custom congestion control for Node.js and browsers.
    • SocketCluster – Scalable multi-process HTTP & real-time server framework.
  • Rust
    • Quilkin – Non-transparent UDP proxy for dedicated game servers (also eBPF/XDP).

Tools

  • CapAnalysis – Web visual tool to analyze captured network traffic. (Ubuntu, Debian)
  • clumsy – Network condition simulation utility. (Windows)
  • netem – Network emulation for testing protocols. (Linux)
  • matchmaker – Matchmaking simulator with real worldwide player data (Go).
  • mitmproxy – Web debugging proxy server. (Windows, macOS, Linux)
  • Network Link Conditioner – Network environment simulation utility. (macOS, iOS)
  • Network Simulator (ns) – Network simulator targeting research and educational use. (macOS, Linux)
  • Postman – Web API debugging and development client. (Windows, macOS, Linux)
  • websocat – CLI client for WebSockets like netcat or curl. (Windows, macOS, Linux)
  • Wireshark – Network traffic analyzer tool. (Windows, macOS, Linux)

License

下载源码

通过命令行克隆项目:

git clone https://github.com/0xFA11/MultiplayerNetworkingResources.git

收藏 (0) 打赏

感谢您的支持,我会继续努力的!

打开微信/支付宝扫一扫,即可进行扫码打赏哦,分享从这里开始,精彩与您同在
点赞 (0)

申明:本文由第三方发布,内容仅代表作者观点,与本网站无关。对本文以及其中全部或者部分内容的真实性、完整性、及时性本站不作任何保证或承诺,请读者仅作参考,并请自行核实相关内容。本网发布或转载文章出于传递更多信息之目的,并不意味着赞同其观点或证实其描述,也不代表本网对其真实性负责。

左子网 编程相关 MultiplayerNetworkingResources https://www.zuozi.net/33567.html

JoltPhysics
上一篇: JoltPhysics
albert
下一篇: albert
常见问题
  • 1、自动:拍下后,点击(下载)链接即可下载;2、手动:拍下后,联系卖家发放即可或者联系官方找开发者发货。
查看详情
  • 1、源码默认交易周期:手动发货商品为1-3天,并且用户付款金额将会进入平台担保直到交易完成或者3-7天即可发放,如遇纠纷无限期延长收款金额直至纠纷解决或者退款!;
查看详情
  • 1、描述:源码描述(含标题)与实际源码不一致的(例:货不对板); 2、演示:有演示站时,与实际源码小于95%一致的(但描述中有”不保证完全一样、有变化的可能性”类似显著声明的除外); 3、发货:不发货可无理由退款; 4、安装:免费提供安装服务的源码但卖家不履行的; 5、收费:价格虚标,额外收取其他费用的(但描述中有显著声明或双方交易前有商定的除外); 6、其他:如质量方面的硬性常规问题BUG等。 注:经核实符合上述任一,均支持退款,但卖家予以积极解决问题则除外。
查看详情
  • 1、左子会对双方交易的过程及交易商品的快照进行永久存档,以确保交易的真实、有效、安全! 2、左子无法对如“永久包更新”、“永久技术支持”等类似交易之后的商家承诺做担保,请买家自行鉴别; 3、在源码同时有网站演示与图片演示,且站演与图演不一致时,默认按图演作为纠纷评判依据(特别声明或有商定除外); 4、在没有”无任何正当退款依据”的前提下,商品写有”一旦售出,概不支持退款”等类似的声明,视为无效声明; 5、在未拍下前,双方在QQ上所商定的交易内容,亦可成为纠纷评判依据(商定与描述冲突时,商定为准); 6、因聊天记录可作为纠纷评判依据,故双方联系时,只与对方在左子上所留的QQ、手机号沟通,以防对方不承认自我承诺。 7、虽然交易产生纠纷的几率很小,但一定要保留如聊天记录、手机短信等这样的重要信息,以防产生纠纷时便于左子介入快速处理。
查看详情

相关文章

猜你喜欢
发表评论
暂无评论
官方客服团队

为您解决烦忧 - 24小时在线 专业服务