|The features that are planned|
|Division of work||-1|
|Listing of additional libraries used||-1|
|Situations that are not handled in implementation||-1|
|Networked game (server & client)||5|
|Game has only 2 player support||-5|
|Game can be played||3||-1|
|Game can be ended||3||-1|
|Latency and jitter measurement||1|
|Design and implementation of he feature (if group size is one, only 1 feature is req.)||5×2|
Documentation (5 p), in PDF-format, must include:
# Gives full details of each leak --leak-check=full # Show also reachable and indirectly lost blocks of memory --show-reachable=yes # Show the origin of uninitialized values --track-origins=yes
IPv6 Network Programming (e-book), Jun-Ichiro Itojun Hagino
Algorithms and Networking for Computer Games (e-book) by Smed & Hakonen
A blog about networking for game programmers by the Lead Network Programmer on God of War: Ascension, Glenn Fiedler.
Game programming patterns book by Bob Nystrom (Electronic Arts Tiburon).
Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization by Yahn W. Bernier, Valve Software.
Algorithms and Networking for Computer Games (+ correction from server: Convergence) chapters 9.3.1 + 9.3.2
Algorithms and Networking for Computer Games chapter 9.6
Connection multiplexing (select())
Reception hours: ?