Raknet Overview
The “typical” process for tackling multiplayer support in a game is to first decide to either roll your own, or purchase a 3rd party library. Because of the incredibly complex features that a proper game networking library must have, and all the networking contingencies you need to handle, it is often quite difficult for a beginner (or even intermediate) to sit down and write their own networking package. It’s one thing to roll a simple chat client / server program, but quite another when working with a real-time multiplayer system capable of supporting a large number of clients all of which could be all over the world each with their own network latencies.
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