SECTION 5 NETWORK AND MULTIPLAYER

Introduction
5.1 Minimizing Latency in Real-Time Strategy Games
5.2 Real-Time Strategy Network Protocol
5.3 A Flexible Simulation Architecture for
Massively Multiplayer Games
5.4 Scaling Multiplayer Servers
5.5 Template-Based Object Serialization
5.6 Secure Sockets
5.7 A Network Monitoring and Simulation Tool
5.8 Creating Multiplayer Games with DirectPlay 8.1
5.9 Wireless Gaming Using the Java Micro Edition