Category:Networking: Difference between revisions
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TomEdwards (talk | contribs) m (french) |
TomEdwards (talk | contribs) (whoops - user messages go server->client) |
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==In short...== | ==In short...== | ||
*Networked data flows from '''server to client''' by way of an [[Networking Entities|entity update]], or | *Networked data flows from '''server to client''' by way of an [[Networking Entities|entity update]], or sometimes an [[Networking Events & Messages|Game Event or User Message]]. | ||
*Data flowing from '''client to server''' is transferred | *Data flowing from '''client to server''' is transferred...''actually, nobody who knows how has come along to write this bullet point yet.'' | ||
{{otherlang:en}} {{otherlang:en:fr|:Category:Networking:fr}} | {{otherlang:en}} {{otherlang:en:fr|:Category:Networking:fr}} | ||
[[Category:Programming]] | [[Category:Programming]] |
Revision as of 12:13, 31 March 2008
Source uses a client-server architecture. The practice of passing information between the two modules is known as Networking.
For a general overview of the Source engine's networking, see the aptly-named Source Multiplayer Networking. For a more theoretical examination of networking as a concept, see Yahn Bernier's paper.
In short...
- Networked data flows from server to client by way of an entity update, or sometimes an Game Event or User Message.
- Data flowing from client to server is transferred...actually, nobody who knows how has come along to write this bullet point yet.
Pages in category "Networking"
The following 28 pages are in this category, out of 28 total.
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Media in category "Networking"
This category contains only the following file.
- Source Networking Highres.png 2,048 × 704; 56 KB