Gabriel Gambetta has written a series of articles explaining the architecture of client-server multiplayer games with high update rates. I’ve found them tremendously useful in simplifying the process of client-server communication.
Valve has some solid documentation on different latency compensation methods in their Source engine. It’s well-explained and often given as a reference for new game developers.
In a previous post I wrote about the naive authoritative server solution I implemented for my fledgling multiplayer game. I have the server set up so that all incoming commands (requests, really) from the client are processed and responded to in real-time. While this method works for the small number of simultaneously connected clients I can test at any given time, …
Title says it all. This Gamasutra article covers resources for game design, development, digital art, and more.
It turns out that writing a server that can handle multiple clients and keep them all synchronized is, well, extremely difficult. But I knew this going in. The number one piece of advice given to novices who want to get into game development is DON’T MAKE AN RPG and the second piece of advice is MAKE A SINGLE PLAYER GAME …
I found a really cool post on numeric springiness. While the author has the article listed under game math, adding spring to UI elements can make them feel more satisfying.
I wrote my own very basic dungeon/maze generator but this one takes the cake.
rm2kdev has made a series of YouTube videos outlining how to make an MMO. This is awesome and I can’t wait to get started.
GameMaker Server is a GameMaker extension which allows you to add online INIs, online achievements, online highscores or online multiplayer to your game, without having to host your own server. Tempting but I’d probably roll my own back-end.
Useful 2D lighting tutorial.