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Networking: All Articles


Dynamically Adaptive Streaming of 3D Data for Animated Characters

Thomas Di Giacomo, HyungSeok Kim, Stephane Garchery, and Nadia Magnenat-Thalmann (MIRALab, C.U.I, University of Geneva), and Chris Joslin (School of Information Technology, Carleton University)
Game Programming Gems 6, 2006.

Complex Systems Based High-Level Architecture for Massively Multiplayer Games

Viknashvaran Narayanasamy, Kok-Wai Wong, and Chun Che Fung (Murdoch University)
Game Programming Gems 6, 2006.

Generating Globally Unique Identifiers for Game Objects

Yongha Kim (Nexon Corporation)
Game Programming Gems 6, 2006.

Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping

Peter Smith (NavAir)
Game Programming Gems 6, 2006.

Reliable Peer-to-Peer Gaming Connections Penetrating NAT

Larry Shi and Ying Sha
Game Programming Gems 6, 2006.

Automated Testing for Online Games

Larry Mellon (Electronic Arts)
Massively Multiplayer Game Development 2, 2005.

Massively Multiplayer Scripting Systems

Jon Parise (Electronic Arts)
Massively Multiplayer Game Development 2, 2005.

Real-World MMO Object Sharing

Joe Ludwig (Flying Lab Software)
Massively Multiplayer Game Development 2, 2005.

MMP Server Cluster Architecture

Joe Ludwig (Flying Lab Software)
Massively Multiplayer Game Development 2, 2005.

Massively Multiplayer Games Using a Distributed Services Approach

Shea Street (Tantrum Games)
Massively Multiplayer Game Development 2, 2005.

Metrics Collection and Analysis

Larry Mellon (Electronic Arts)
Massively Multiplayer Game Development 2, 2005.

Delta-Compression for Heterogeneous Data Transfer

Jim Hicke (Xtreme Strategy Games, LLC)
Massively Multiplayer Game Development 2, 2005.

Architecture and Techniques for an MMORTS

Gideon Amir (Majorem), Ramon Axelrod (AiSeek, Inc)
Massively Multiplayer Game Development 2, 2005.

MMP Engineering Pitfalls

Justin Quimby (Turbine Entertainment Software)
Massively Multiplayer Game Development 2, 2005.

Animated Procedural Skies

John M. Olsen (Infix Games)
Massively Multiplayer Game Development 2, 2005.

Time and Event Synchronization Across an MMP Server Farm

Roger Smith (Modelbenders, LLC), Don Stoner (DCSI)
Massively Multiplayer Game Development 2, 2005.

Anti-Cheat Mechanisms for Massively Multiplayer Games

Marty Poulin (Sony Computer Entertainment America)
Massively Multiplayer Game Development 2, 2005.

The Quest for Holy Scale-Part 1: Large-Scale Computing

Max Skibinsky (HiveMind, Inc)
Massively Multiplayer Game Development 2, 2005.

The Quest for Holy Scale-Part 2: P2P Continuum

Max Skibinsky (HiveMind, Inc)
Massively Multiplayer Game Development 2, 2005.

Optimization Techniques for Rendering Massive Quantities of Mesh Deformed Characters in Real-Time

John W. Ratcliff (Ageia Technologies, Inc)
Massively Multiplayer Game Development 2, 2005.

Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent

Shea Street (Tantrum Games)
Game Programming Gems 5, 2005.

Implementing a Seamless World Server

Patrick Duquette (Ubisoft)
Game Programming Gems 5, 2005.

Designing a Vulgarity Filtering System

Shekhar Dhupelia
Game Programming Gems 5, 2005.

Fast and Efficient Implementation of a Remote Procedure Call System

Hyun-jik Bae
Game Programming Gems 5, 2005.

Overcoming Network Address Translation in Peer-to-Peer Communications

Jon Watte
Game Programming Gems 5, 2005.

A Reliable Messaging Protocol

Martin Brownlow
Game Programming Gems 5, 2005.

Safe Random Number Systems

Shekhar Dhupelia
Game Programming Gems 5, 2005.

Secure by Design

Adam Martin (Grex Games)
Game Programming Gems 5, 2005.

General Lobby Design and Development

Shekhar Dhupelia (Midway)
Game Programming Gems 4, 2004.

Thousands of Clients per Server

Adam Martin (Grex Games)
Game Programming Gems 4, 2004.

Efficient MMP Game State Storage

Justin Quimby (Turbine Entertainment Software)
Game Programming Gems 4, 2004.

Practical Application of Parallel-State Machines in a Client-Server Environment

Jay Lee, (NCsoft Corporation)
Game Programming Gems 4, 2004.

Bit Packing: A Network Compression Technique

Pete Isensee (Microsoft Corporation)
Game Programming Gems 4, 2004.

Time and Consistency Management for Multiserver-Based MMORPGs

Larry Shi, Tao Zhang (Georgia Institute of Technology)
Game Programming Gems 4, 2004.

Building a Massively Multiplayer Game Simulation Framework, Part 1: Structural Modeling

Thor Alexander (Hard Coded Games)
Massively Multiplayer Game Development, 2003.

Building a Massively Multiplayer Game Simulation Framework, Part 2: Behavioral Modeling

Thor Alexander (Hard Coded Games)
Massively Multiplayer Game Development, 2003.

Creating a �Safe Sandbox?for Game Scripting

Matthew Walker (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Unit Testing for Massively Multiplayer Games

Matthew Walker (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Using the Twisted Framework for MMP Service Integration

Glyph Lefkowitz (Twisted Matrix Labs)
Massively Multiplayer Game Development, 2003.

Beyond 2: An Open-Source Platform for Virtual Worlds

Jason Asbahr (ASBAHR.COM, Inc)
Massively Multiplayer Game Development, 2003.

Parallel-State Machines for Believable Characters

Thor Alexander (Hard Coded Games)
Massively Multiplayer Game Development, 2003.

Observer/Observable Design Pattern for MMP Game Architectures

Javier F. Otaegui (Sabarasa Entertainment)
Massively Multiplayer Game Development, 2003.

Seamless Servers: The Case For and Against

Jason Beardsley (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Server-Side Object Refresh Rates

John M. Olsen (Microsoft Corporation)
Massively Multiplayer Game Development, 2003.

MMP Server Development and Maintenance

William Dalton (Maxis)
Massively Multiplayer Game Development, 2003.

Small Portals: Tapping into MMP Worlds via Wireless Devices

David Fox (Next Game)
Massively Multiplayer Game Development, 2003.

Precise Game Event Broadcasting with Python

Matthew Walker (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Considerations for Movement and Physics in MMP Games

Jay Lee (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Minimizing Latency in Real-Time Stategy Games

Jim Greer, Zachary Booth Simpson (Mine Control)
Game Programming Gems 3, 2002.

Real-Time Strategy Network Protocol

Jan Svarovsky
Game Programming Gems 3, 2002.

A Flexible Simulation Architecture for Massively Multiplayer Games

Thor Alexander (Hard Coded Games)
Game Programming Gems 3, 2002.

Scaling Multiplayer Servers

Justin Randall (Sony Online Entertainment)
Game Programming Gems 3, 2002.

Template-Based Object Serialization

Jason Beardsley (NCsoft Austin)
Game Programming Gems 3, 2002.

Secure Sockets

Pete Isensee (Microsoft)
Game Programming Gems 3, 2002.

A Network Monitoring and Simulation Tool

Andrew Kirmse (LucasArts)
Game Programming Gems 3, 2002.

Creating Multiplayer Games with DirectPlay 8.1

Gabriel Rohweder (Microsoft)
Game Programming Gems 3, 2002.

Wireless Gaming Using the Java Micro Edition

David Fox (Next Game)
Game Programming Gems 3, 2002.

A Network Protocol for Online Games

Andrew Kirmse
Game Programming Gems, 2000.

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