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I S h o t Yo u F i r s t !
Gameplay Networking in Halo: Reach
Who am I?
• David Aldridge, Lead Networking Engineer at Bungie
• Spent three years working on
Halo: Reach networking
• I’ve been making games for a
while
What is Halo: Reach?
• [video]
Talk Takeaways
• A proven architecture for scalable gameplay
networking
• How to design solid networking for your game
mechanics
• How to measure and optimize your networking
What is this talk NOT about?
• Halo’s Campaign or Firefight networking
• Sockets/low level networking
• High level networking
– Matchmaking
– Rating & ranking systems
– Creating and curating an online ecosystem
BUNGIE’S GAMEPLAY NETWORKING
ARCHITECTURE
What is gameplay networking?
• Communicating sufficient information to maintain a
perceptually shared reality, while minimizing both
bandwidth use and perceived violations of the
integrity of the simulation (artifacts)
• OR: Technology to help multiple players sustain the
belief that they are playing a fun game together
Common simplifying approaches
• 1. Lockstep (a.k.a. deterministic, input-passing)
– Common for games with a strict split between input and simulation
(e.g. RTS), so input latency issues can be bypassed
– Also common for ports of classic games (avoids game alterations)
• 2. Reliable transport protocols (TCP or homegrown)
– Requires high bandwidth or simple networked state
– TCP requires high latency tolerance
• 3. Send all networked state as a single blob (atomically)
– E.g. Quake 3 model
– Works very well as long as the total networked state is not too large
Halo has to solve the hard problem
•
•
•
•
Highly competitive multiplayer action game
16 players, vehicles, hundreds of replicated objects
No dedicated servers
Game is expected to work regardless of connection
quality
• For N players, O(N2) data needs to be networked
David_Aldridge_Programming.pdf (PDF, 5.86 MB)
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