blog.generalrelativity.org — Drew is working on a physics-based, real-time multiplayer game, and came up with a problem. The issue was trying to keep a user-run simulation synchronized. In this post, he is sharing with the logic behind the networked simulation synchronization pipeline that he is using that has shown fairly good results. read more...
nickontech.com — One of the tricks of network programming is simply sending all the data you need. Generally this involves one or more calls to a PacketWriter.Write method. For even a small packet you can wind up with three or four of these method calls everywhere you want to send a particular set of data. This quickly becomes time consuming and error prone. It’s even more annoying when you decide to change the data being sent and then have to update all the code that sends this data. read more...