Category:Networking: Difference between revisions

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(UserCmds are the answer, we just need documentation on them)
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*Networked data flows from '''server to client''' by way of an [[Networking Entities|entity update]], or sometimes a manual [[Networking Events & Messages|Game Event / User Message]].
*Networked data flows from '''server to client''' by way of an [[Networking Entities|entity update]], or sometimes a manual [[Networking Events & Messages|Game Event / User Message]].
*Data flowing from '''client to server''' is transferred with a [[UserCmd|User Command]].
*Data flowing from '''client to server''' is transferred with a [[Usercmd|User Command]].


{{otherlang:en}} {{otherlang:en:fr|:Category:Networking:fr}}
{{otherlang:en}} {{otherlang:en:fr|:Category:Networking:fr}}


[[Category:Programming]]
[[Category:Programming]]

Revision as of 12:20, 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...

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