资料库
单篇文章摘录:网络同步与游戏 AI
内容(19)
- 01Deterministic LockstepMarkdown
- 02Fix Your Timestep!Markdown
- 03Networked Physics (2004)Markdown
- 04Reliability and Congestion Avoidance over UDPMarkdown
- 05Snapshot CompressionMarkdown
- 06Snapshot InterpolationMarkdown
- 07UDP vs. TCPMarkdown
- 08Virtual Connection over UDPMarkdown
- 09What Every Programmer Needs To Know About Game NetworkingMarkdown
- 10GEA4 Vol II §18.2.3 Artificial Intelligence(摘录笔记)Markdown
- 11Handling Complexity in the Halo 2 AI(笔记)Markdown
- 12Infinite Axis Utility System / Utility AI(笔记)Markdown
- 13Three States and a Plan: The A.I. of F.E.A.R.(笔记)Markdown
- 14Introduction to the A* Algorithm(笔记)Markdown
- 15Boids(笔记)Markdown
- 16RVO / ORCA 局部避障(笔记)Markdown
- 17Behavior trees for AI: How they work(笔记)Markdown
- 18Latency Compensating Methods in Client/Server In-game Protocol Design and OptimizationMarkdown
- 19Source Multiplayer NetworkingMarkdown
说明(README)
原始网页/文章摘录目录。只增不改:已有文件不得修改或删除。
本批收录(Gaffer on Games + Valve Source netcode)
| 文件 | 来源 | 说明 |
|---|---|---|
gaffer-what-every-programmer-needs-to-know.md | Glenn Fiedler, gafferongames.com, 2010-02-24 | 多人网络演进:P2P 锁步 → 客户端/服务器 → 客户端预测 |
gaffer-udp-vs-tcp.md | Glenn Fiedler, 2008-10-01 | 动作游戏为何只用 UDP、为何不混用 TCP |
gaffer-virtual-connection-over-udp.md | Glenn Fiedler, 2008-10-08 | 在 UDP 上做虚拟连接、协议 ID、超时断线 |
gaffer-reliability-ordering-congestion.md | Glenn Fiedler, 2008-10-20 | 序列号、ack bitfield、丢包推断、二进制拥塞控制 |
gaffer-deterministic-lockstep.md | Glenn Fiedler, 2014-11-29 | 确定性锁步、播放延迟缓冲、冗余输入优于 TCP |
gaffer-snapshot-interpolation.md | Glenn Fiedler, 2014-11-30 | 快照、jitter、线性/Hermite 插值、外推局限 |
gaffer-snapshot-compression.md | Glenn Fiedler, 2015-01-04 | 量化、smallest three、delta、相对索引 |
gaffer-networked-physics-2004.md | Glenn Fiedler, 2004-09-04 | FPS 联网物理、输入流、客户端预测与纠正重放 |
gaffer-fix-your-timestep.md | Glenn Fiedler, 2004-06-10 | 固定 dt、accumulator、渲染插值 |
valve-source-multiplayer-networking.md | Valve Developer Wiki(Internet Archive 镜像) | Source tick、插值、预测、lag compensation、cvar |
valve-latency-compensating-methods.md | Yahn W. Bernier (Valve), 2001 | 客户端预测、插值/外推、服务器滞后补偿与设计取舍 |
摘录尽量保留原文关键段落与公式;插图/视频省略。权威原文见各文件文首 URL。
引用这份资料的笔记32 篇
游戏美术断边贴花:从 Fallout 3 到 Cyberpunk POMBroken Edge Decals游戏开发多人网络游戏模型Multiplayer Networking Models游戏开发黑板架构Blackboard Architecture游戏美术假室内Fake Interiors游戏开发局部避障Local Collision Avoidance游戏开发决策架构选型:FSM、行为树与效用Choosing FSM, Behavior Tree & Utility AI游戏开发客户端预测与纠正重放Client-Side Prediction & Reconciliation游戏开发快照插值Snapshot Interpolation游戏开发快照压缩与增量编码Snapshot Compression & Delta Encoding游戏开发目标导向行动规划 GOAPGoal-Oriented Action Planning游戏开发确定性锁步同步Deterministic Lockstep游戏开发群体与阵型行为Group & Formation Behaviors游戏开发 · Godot文件与数据 IO、存档思路Godot File IO & Persistence游戏开发效用 AIUtility AI游戏开发行为树原理Behavior Tree Fundamentals游戏开发寻路与导航理论基础Pathfinding & Navigation Theory游戏开发延迟补偿Lag Compensation游戏开发游戏 AI 决策管线Game AI Sense-Decide-Act Pipeline游戏开发游戏循环与更新方法Game Loop & Update Method游戏美术AC Black Flag 水深遮罩Black Flag Waterplane游戏开发AI 感知系统概念AI Perception Concepts游戏美术Doom 3 体积光晕Doom 3 Volumetric Glow游戏美术Game Art Tricks 案例索引Game Art Tricks Case Index游戏开发 · GodotGDQuest 学习路径索引GDQuest Learning Path Index游戏开发 · GodotGodot 常见着色技巧对照Common Godot Shader Techniques游戏开发 · GodotGodot 官方入门路径Godot Official Getting Started游戏开发 · GodotGodot 模块化项目架构(GDQuest)Modular Godot Architecture from GDQuest游戏开发 · GodotGodot 着色器入门Godot Shading Language游戏开发 · GodotGodot Shaders 社区库索引Godot Shaders Library Index游戏美术GTA V 的 Glow 与镜头光晕GTA V Glow & Lens Flares游戏开发UDP 与游戏协议设计UDP & Game Protocol Design游戏美术Zelda 高草中的 Bling OffsetZelda Bling Offset