Category:Networking: Difference between revisions
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TomEdwards (talk | contribs) (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 [[ | *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...
- Networked data flows from server to client by way of an entity update, or sometimes a manual Game Event / User Message.
- Data flowing from client to server is transferred with a User Command.
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