From 9a71dd30ae8a761ae46908fd0c2e132157e3ece2 Mon Sep 17 00:00:00 2001 From: Fatih Mar Date: Sun, 29 Sep 2024 20:50:48 +0300 Subject: [PATCH] SnapNet Blog: Netcode Architectures --- README.md | 1 + 1 file changed, 1 insertion(+) diff --git a/README.md b/README.md index 8d90539..588de45 100644 --- a/README.md +++ b/README.md @@ -33,6 +33,7 @@ - [Real Time Multiplayer in HTML5](http://buildnewgames.com/real-time-multiplayer/) - Sven Bergström's multiplayer game development on the web guide. - [Replication in Networked Games](https://0fps.net/2014/02/10/replication-in-networked-games-overview-part-1/) - Mikola Lysenko's replication articles for JavaScript-based multiplayer. - [Rollback Networking in INVERSUS](http://blog.hypersect.com/rollback-networking-in-inversus/) - Ryan Juckett's post on a peer-to-peer rollback system in multiplayer. +- [SnapNet Blog](https://www.snapnet.dev/blog/) - Netcode Architectures (lockstep, rollback, snapshot interpolation, Tribes') by Jay Mattis. - [Source Multiplayer Networking](https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) - Valve's Source engine wiki including advanced game networking topics. - [Sync Host Overview](https://www.gamedevs.org/uploads/introduction-to-sync-host.pdf) - A slide deck covering Sync Host architecture by Peter Kao from Insomniac Games. - [Tech-Stack of the Ultima Online Servers](https://www.quora.com/What-was-the-technology-stack-driving-the-original-Ultima-Online-servers) - A summary of UO tech-stack by Raph Koster and Brian Crowder.