Week 11 - Networking and Games
Channel:
Subscribers:
2,640
Published on ● Video Link: https://www.youtube.com/watch?v=Ku2-piaDvMk
Today we reviewed our various triangularization functions, went over how to raster a line, and then moved on to a discussion of networking in games. Poor network code is the reason that modern FPSs have players move much more slowly than before, and why there are various rage-inducing bugs caused by latency and what games do to try to work around it.
UE4 has built in replication, which is easy to turn on, but does need some tweaking to work well, and isn't as good as a well designed network stack for a game.
Next up, pitch a proposal for your final project, and use Spring Break to get caught up on anything you're missing.
Other Videos By Bill Kerney
Tags:
is50b
triangularization
delaunay
rasterization
replication
networking