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#haloreach#gamenetworking#latencycompensation
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Intermediate. Assumes working knowledge.
57K views8 years ago4 recommendations
Game developmentDistributed systemsGame programmingNetworking and protocols
Bungie's David Aldridge details the networking architecture, state synchronization, and latency compensation techniques used in Halo: Reach.
In this 2011 GDC session, Bungie's David Aldridge discusses the programming that drove Halo: Reach's online networking. Register for GDC: ubm.io/2gk5KTU Join the GDC mailing list: gdconf.com/subscribe Follow GDC on Twitter: twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.What people say. Widely recommended by game developers as one of the best and most detailed talks on multiplayer game networking.
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