javidx9 | Networking in C++ Part #3: MMO Client/Server Framework, Tweaks & Client Validation @javidx9 | Uploaded 3 years ago | Updated 21 hours ago
In this video, I examine two major shortcomings of the networking framework, its CPU load, and its inability to distinguish friendly clients from nefarious ones.
Source: https://github.com/OneLoneCoder/Javidx9/tree/master/PixelGameEngine/BiggerProjects/Networking
Patreon: https://www.patreon.com/javidx9
YouTube: https://www.youtube.com/javidx9
https://www.youtube.com/javidx9extra
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
In this video, I examine two major shortcomings of the networking framework, its CPU load, and its inability to distinguish friendly clients from nefarious ones.
Source: https://github.com/OneLoneCoder/Javidx9/tree/master/PixelGameEngine/BiggerProjects/Networking
Patreon: https://www.patreon.com/javidx9
YouTube: https://www.youtube.com/javidx9
https://www.youtube.com/javidx9extra
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com