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单篇文章摘录:网络同步与游戏 AI

Glenn Fiedler、Valve、Craig Reynolds、Jeff Orkin、Damián Isla 等

19 份文件34 KBraw/articles
  1. 01Deterministic LockstepMarkdown
  2. 02Fix Your Timestep!Markdown
  3. 03Networked Physics (2004)Markdown
  4. 04Reliability and Congestion Avoidance over UDPMarkdown
  5. 05Snapshot CompressionMarkdown
  6. 06Snapshot InterpolationMarkdown
  7. 07UDP vs. TCPMarkdown
  8. 08Virtual Connection over UDPMarkdown
  9. 09What Every Programmer Needs To Know About Game NetworkingMarkdown
  10. 10GEA4 Vol II §18.2.3 Artificial Intelligence(摘录笔记)Markdown
  11. 11Handling Complexity in the Halo 2 AI(笔记)Markdown
  12. 12Infinite Axis Utility System / Utility AI(笔记)Markdown
  13. 13Three States and a Plan: The A.I. of F.E.A.R.(笔记)Markdown
  14. 14Introduction to the A* Algorithm(笔记)Markdown
  15. 15Boids(笔记)Markdown
  16. 16RVO / ORCA 局部避障(笔记)Markdown
  17. 17Behavior trees for AI: How they work(笔记)Markdown
  18. 18Latency Compensating Methods in Client/Server In-game Protocol Design and OptimizationMarkdown
  19. 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.mdGlenn 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.mdGlenn Fiedler, 2008-10-01动作游戏为何只用 UDP、为何不混用 TCP
gaffer-virtual-connection-over-udp.mdGlenn Fiedler, 2008-10-08在 UDP 上做虚拟连接、协议 ID、超时断线
gaffer-reliability-ordering-congestion.mdGlenn Fiedler, 2008-10-20序列号、ack bitfield、丢包推断、二进制拥塞控制
gaffer-deterministic-lockstep.mdGlenn 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.mdGlenn Fiedler, 2014-11-30快照、jitter、线性/Hermite 插值、外推局限
gaffer-snapshot-compression.mdGlenn Fiedler, 2015-01-04量化、smallest three、delta、相对索引
gaffer-networked-physics-2004.mdGlenn Fiedler, 2004-09-04FPS 联网物理、输入流、客户端预测与纠正重放
gaffer-fix-your-timestep.mdGlenn Fiedler, 2004-06-10固定 dt、accumulator、渲染插值
valve-source-multiplayer-networking.mdValve Developer Wiki(Internet Archive 镜像)Source tick、插值、预测、lag compensation、cvar
valve-latency-compensating-methods.mdYahn 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

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