Category:Networking: Difference between revisions
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TomEdwards (talk | contribs) m (→In short...: might be a gamepad or wiimote or anything) |
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:[[Temporary Entity]], for fire-and-forget world effects | :[[Temporary Entity]], for fire-and-forget world effects | ||
;Client to server | ;Client to server | ||
:[[Usercmd|User Command]], for | :[[Usercmd|User Command]], for user input | ||
:<code>[[ServerCmd()]]</code>, for console commands | :<code>[[ServerCmd()]]</code>, for console commands | ||
Revision as of 09:59, 17 May 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...
- Server to client
- Entity update, for entity state changes (the most common route)
- Game Event or User Message, for fire-and-forget game events
- Temporary Entity, for fire-and-forget world effects
- Client to server
- User Command, for user input
ServerCmd()
, for console commands
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