- A Curated List of Game Network Programming Resources https://github.com/mfatihmar/awesome-game-networking 10 comments programming
- Curated list of resources about Gameplay Network Programming https://github.com/mfatihmar/awesome-game-networking 4 comments gamedev
- Awesome Game Networking Resources, Please Feel Free to Contribute! https://github.com/mfatihmar/awesome-game-networking 8 comments gamedev
Linking pages
- GitHub - Caerind/AwesomeCppGameDev: A curated list of awesome C++ (mainly) things for Game Development. Inspired by awesome-... stuff. https://github.com/cmdu76/awesomecppgamedev 12 comments
- GitHub - cuuupid/awesome-lists: A curated list of curated lists. https://github.com/cuuupid/awesome-lists 1 comment
Linked pages
- Creative Commons — CC0 1.0 Universal http://creativecommons.org/publicdomain/zero/1.0/ 305 comments
- GitHub - ValveSoftware/GameNetworkingSockets: Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption. https://github.com/valvesoftware/gamenetworkingsockets/blob/master/readme.md 281 comments
- 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond https://www.gamedeveloper.com/programming/1500-archers-on-a-28-8-network-programming-in-age-of-empires-and-beyond 278 comments
- Quake 3 Source Code Review: Network Model http://fabiensanglard.net/quake3/network.php 207 comments
- SmartFoxServer: massive multiplayer game server for Flash, Unity, HTML5, iOS and Android games, MMO, virtual worlds and communities http://www.smartfoxserver.com/ 193 comments
- clumsy, an utility for simulating broken network for Windows Vista / Windows 7 and above https://jagt.github.io/clumsy/index.html 177 comments
- The Poor Man's Netcode · Evan Todd http://etodd.io/2018/02/20/poor-mans-netcode/ 141 comments
- Networking of a turn-based game | Longwelwind https://longwelwind.net/blog/networking-turn-based-game 128 comments
- Network Protocols – Programmer's Compendium https://www.destroyallsoftware.com/compendium/network-protocols?share_key=97d3ba4c24d21147 126 comments
- Explaining how fighting games use delay-based and rollback netcode - Ars Technica https://arstechnica.com/gaming/2019/10/explaining-how-fighting-games-use-delay-based-and-rollback-netcode/ 118 comments
- Netcode [p1]: Fightin' Words https://ki.infil.net/w02-netcode.html 118 comments
- Client-Server Game Architecture - Gabriel Gambetta https://www.gabrielgambetta.com/client-server-game-architecture.html 101 comments
- http://gamedevs.org/uploads/tribes-networking-model.pdf 95 comments
- VALORANT's 128-Tick Servers | Riot Games Technology https://technology.riotgames.com/news/valorants-128-tick-servers 93 comments
- Peeking into VALORANT's Netcode | Riot Games Technology https://technology.riotgames.com/news/peeking-valorants-netcode 86 comments
- Real Time Multiplayer in HTML5 - Build New Games http://buildnewgames.com/real-time-multiplayer/ 72 comments
- Source Multiplayer Networking - Valve Developer Community https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking 68 comments
- Wireshark · Go Deep https://www.wireshark.org/ 67 comments
- mitmproxy - an interactive HTTPS proxy https://mitmproxy.org/ 61 comments
- High Performance Browser Networking (O'Reilly) https://hpbn.co/ 59 comments
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